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authorTim Mayberry <mojofunk@gmail.com>2007-02-15 03:49:43 +0000
committerTim Mayberry <mojofunk@gmail.com>2007-02-15 03:49:43 +0000
commitb8a6f94325c46a4129922ad3dbb61ca30761299b (patch)
treef6e688825a494d98ba9dd55157fe695f3d721985 /manual/xml
parent7f0f19597ae605c10d37a9f6e749c49c254d2700 (diff)
Add a help target(the default target) and format target to the manual
Makefile Reformat the docs, I explained in a prior commit why this modifies every file git-svn-id: svn://localhost/ardour2/trunk@1463 d708f5d6-7413-0410-9779-e7cbd77b26cf
Diffstat (limited to 'manual/xml')
-rw-r--r--manual/xml/adding_tracks.xml80
-rw-r--r--manual/xml/advanced_editing.xml14
-rw-r--r--manual/xml/ardour_basics.xml32
-rw-r--r--manual/xml/ardour_manual.xml39
-rw-r--r--manual/xml/automation.xml413
-rw-r--r--manual/xml/basic_editing.xml36
-rw-r--r--manual/xml/basic_recording.xml481
-rw-r--r--manual/xml/bcf2000.xml1133
-rw-r--r--manual/xml/behringer_ddx3216.xml219
-rw-r--r--manual/xml/book_info.xml70
-rw-r--r--manual/xml/cleaning_up_a_session.xml64
-rw-r--r--manual/xml/clocks.xml178
-rw-r--r--manual/xml/closing_a_session.xml153
-rw-r--r--manual/xml/configuring_usb_device_access.xml77
-rw-r--r--manual/xml/contributing_to_the_manual.xml16
-rw-r--r--manual/xml/control_surfaces.xml23
-rw-r--r--manual/xml/creating_a_new_session.xml254
-rw-r--r--manual/xml/default_track_names.xml26
-rw-r--r--manual/xml/editing_concepts.xml644
-rw-r--r--manual/xml/editor_aligning_key_bindings.xml118
-rw-r--r--manual/xml/editor_canvas_key_bindings.xml197
-rw-r--r--manual/xml/editor_edit_cursor_position_key_bindings.xml235
-rw-r--r--manual/xml/editor_locations_marks_key_bindings.xml103
-rw-r--r--manual/xml/editor_miscellaneous_key_bindings.xml79
-rw-r--r--manual/xml/editor_nudging_key_bindings.xml122
-rw-r--r--manual/xml/editor_play_position_key_bindings.xml212
-rw-r--r--manual/xml/editor_range_operations_key_bindings.xml137
-rw-r--r--manual/xml/editor_region_operations_key_bindings.xml156
-rw-r--r--manual/xml/editor_standard_editing_key_bindings.xml154
-rw-r--r--manual/xml/editor_window.xml132
-rw-r--r--manual/xml/editor_window_controls.xml645
-rw-r--r--manual/xml/editor_window_group_list.xml30
-rw-r--r--manual/xml/editor_window_key_bindings.xml136
-rw-r--r--manual/xml/editor_window_region_list.xml266
-rw-r--r--manual/xml/editor_window_timeline.xml191
-rw-r--r--manual/xml/editor_window_track_list.xml104
-rw-r--r--manual/xml/editor_zoom_key_bindings.xml101
-rw-r--r--manual/xml/exporting.xml13
-rw-r--r--manual/xml/exporting_to_cd.xml342
-rw-r--r--manual/xml/formatting_conventions.xml262
-rw-r--r--manual/xml/frontier_design_tranzport.xml1007
-rw-r--r--manual/xml/general_key_bindings.xml215
-rw-r--r--manual/xml/generic_midi_control_surface.xml8
-rw-r--r--manual/xml/generic_mouse_actions.xml124
-rw-r--r--manual/xml/glossary.xml541
-rw-r--r--manual/xml/introduction.xml37
-rw-r--r--manual/xml/jack.xml507
-rw-r--r--manual/xml/key_bindings.xml92
-rw-r--r--manual/xml/known_issues.xml156
-rw-r--r--manual/xml/main_windows.xml149
-rw-r--r--manual/xml/midi_configuration.xml539
-rw-r--r--manual/xml/mixer_strip_list.xml151
-rw-r--r--manual/xml/mixer_strips.xml998
-rw-r--r--manual/xml/mixer_window.xml142
-rw-r--r--manual/xml/mixer_window_key_bindings.xml158
-rw-r--r--manual/xml/mixing.xml15
-rw-r--r--manual/xml/monitoring.xml373
-rw-r--r--manual/xml/mouse_operations.xml55
-rw-r--r--manual/xml/mouse_operations_mixer_controls.xml353
-rw-r--r--manual/xml/mouse_operations_object_mode.xml615
-rw-r--r--manual/xml/mouse_operations_range_mode.xml179
-rw-r--r--manual/xml/mouse_operations_region_gain_mode.xml115
-rw-r--r--manual/xml/mouse_operations_ruler.xml185
-rw-r--r--manual/xml/mouse_operations_zoom_mode.xml114
-rw-r--r--manual/xml/mouse_wheel_actions.xml134
-rw-r--r--manual/xml/opening_a_session.xml99
-rw-r--r--manual/xml/other_windows.xml458
-rw-r--r--manual/xml/plugins.xml101
-rw-r--r--manual/xml/preface.xml14
-rw-r--r--manual/xml/recording.xml16
-rw-r--r--manual/xml/renaming_tracks.xml95
-rw-r--r--manual/xml/saving_a_session.xml53
-rw-r--r--manual/xml/sessions.xml38
-rw-r--r--manual/xml/setting_up_to_record.xml442
-rw-r--r--manual/xml/snapshots.xml46
-rw-r--r--manual/xml/starting_up_your_system.xml17
-rw-r--r--manual/xml/synchronization.xml15
-rw-r--r--manual/xml/synchronization_concepts.xml286
-rw-r--r--manual/xml/templates.xml80
-rw-r--r--manual/xml/tracks_and_busses.xml620
-rw-r--r--manual/xml/transport_key_bindings.xml131
-rw-r--r--manual/xml/user_interface_conventions.xml338
-rw-r--r--manual/xml/using_existing_audio.xml832
-rw-r--r--manual/xml/video_synchronization_via_mtc.xml193
-rw-r--r--manual/xml/vst_plugins.xml69
-rw-r--r--manual/xml/what_is_different_about_ardour.xml218
-rw-r--r--manual/xml/why_is_it_called_ardour.xml405
-rw-r--r--manual/xml/working_with_crossfades.xml420
-rw-r--r--manual/xml/working_with_layers.xml275
-rw-r--r--manual/xml/working_with_playlists.xml443
-rw-r--r--manual/xml/working_with_ranges.xml48
-rw-r--r--manual/xml/working_with_regions.xml1244
92 files changed, 11044 insertions, 10601 deletions
diff --git a/manual/xml/adding_tracks.xml b/manual/xml/adding_tracks.xml
index 8375f392de..999c65959a 100644
--- a/manual/xml/adding_tracks.xml
+++ b/manual/xml/adding_tracks.xml
@@ -1,53 +1,47 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-adding-tracks">
-
- <title>Adding Tracks</title>
-
- <para>
- To add a new Track or Bus activate the New Track Dialog
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- <menuchoice>
- <guimenu>Session</guimenu>
- <guisubmenu>Add Track/Bus</guisubmenu>
- </menuchoice>
- </para>
- </listitem>
- </itemizedlist>
-
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/add_track_bus.png"/>
- </imageobject>
- </mediaobject>
-
- <para>
- In the Add Tracks dialog, choose whether you wish to add a new Track or a new Bus.
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- Enter the number of new tracks/busses you want to add.
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- Choose the I/O configuration of the tracks/busses you are adding using
- the clickbox.
- </para>
-
- <!--
+ <title>Adding Tracks</title>
+ <para>
+ To add a new Track or Bus activate the New Track Dialog
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ <menuchoice> <guimenu>Session</guimenu> <guisubmenu>Add
+ Track/Bus</guisubmenu> </menuchoice>
+ </para>
+ </listitem>
+ </itemizedlist>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/add_track_bus.png"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ In the Add Tracks dialog, choose whether you wish to add a new Track or
+ a new Bus.
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ Enter the number of new tracks/busses you want to add.
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ Choose the I/O configuration of the tracks/busses you are adding using
+ the clickbox.
+ </para>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/advanced_editing.xml b/manual/xml/advanced_editing.xml
index 1a31fc19be..980f333d5c 100644
--- a/manual/xml/advanced_editing.xml
+++ b/manual/xml/advanced_editing.xml
@@ -5,13 +5,13 @@
]>
<chapter id="ch-advanced-editing">
- <title>Advanced Editing</title>
- <para>
- This section of the manual covers various editing techniques that go beyond
- basic cutting/trimming/rearranging of regions in a playlist.
- </para>
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <title>Advanced Editing</title>
+ <para>
+ This section of the manual covers various editing techniques that go
+ beyond basic cutting/trimming/rearranging of regions in a playlist.
+ </para>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="working_with_crossfades.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="working_with_layers.xml" />
</chapter>
diff --git a/manual/xml/ardour_basics.xml b/manual/xml/ardour_basics.xml
index 7f80a88ba4..d936f317f5 100644
--- a/manual/xml/ardour_basics.xml
+++ b/manual/xml/ardour_basics.xml
@@ -1,39 +1,29 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<chapter id="ch-ardour-basics">
-
- <title>Ardour Basics</title>
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <title>Ardour Basics</title>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="sessions.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="jack.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="main_windows.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_window.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mixer_window.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="tracks_and_busses.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="clocks.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="other_windows.xml" />
-
- <!--
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</chapter>
diff --git a/manual/xml/ardour_manual.xml b/manual/xml/ardour_manual.xml
index 007f5a9c3a..abbed68e2d 100644
--- a/manual/xml/ardour_manual.xml
+++ b/manual/xml/ardour_manual.xml
@@ -1,4 +1,5 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
<!-- Entities -->
@@ -6,52 +7,50 @@
]>
<book id="bk-ardour-manual">
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="book_info.xml" />
- <!--
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="preface.xml" />
-->
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="introduction.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="ardour_basics.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="using_existing_audio.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="basic_editing.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="advanced_editing.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="exporting.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mixing.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="recording.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="synchronization.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="control_surfaces.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="known_issues.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="glossary.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
- href="contributing_to_the_manual.xml" />
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ href="contributing_to_the_manual.xml" />
</book>
diff --git a/manual/xml/automation.xml b/manual/xml/automation.xml
index 81f5370b25..0f19d0720e 100644
--- a/manual/xml/automation.xml
+++ b/manual/xml/automation.xml
@@ -5,208 +5,217 @@
]>
<section id="sn-automation">
- <title>Automation</title>
- <para>
- This chapter will explain how to use Ardour's automation facilities to make
- editing and mixing your sessions more productive.
- </para>
-
- <section id="what-is-automation">
- <title> What is automation? </title>
- <para>
- Automation refers to Ardour's ability to remember changes you made to
- various parameters in the session, and at what point along the timeline
- playback had reached when you made them. Later, Ardour can make these
- changes happen automatically at the same point on the timeline, thus
- leaving your hands free to do something else. A typical practice when using
- automation is to work on one or two tracks while leaving others alone,
- recording the edits/changes. Once satisfied with the track(s), you can move
- on to adjust other tracks. As the overall mix changes, you can return to
- earlier tracks and adjust their existing automation.
- </para>
- </section>
-
- <section id="what-can-be-automated">
- <title> What can be automated? </title>
- <para>
- You can automate all changes to track/bus gain control, panning (currently
- only for stereo output) and all plugin parameters. Future versions of
- Ardour will allow automation of mute/solo controls, non-stereo panning, and
- send gain levels.
- </para>
- </section>
-
- <section id="automation-modes">
- <title> Automation Modes </title>
- <para>
- Each parameter that can be automated has a button available to control its
- state of automation. Each button can be used to put the parameter into one
- of 4 possible automation states:
- </para>
-
- <variablelist>
- <title></title>
- <varlistentry>
- <term>Off</term>
- <listitem>
- <para>
- No changes to the parameter are recorded, and any existing automation
- for the parameter is ignored. This is the default.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term>Play</term>
- <listitem>
- <para>
- Existing automation data controls the value of the parameter, and
- graphical/hardware editing of the value is disabled.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term>Write</term>
- <listitem>
- <para>
- All changes to the parameter are recorded as new automation data,
- overwriting any existing data for that point in time.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term>Touch</term>
- <listitem>
- <para>
- Existing automation data controls the value of the parameter, but new
- changes to the parameter are recorded, overwriting any existing data for
- that point in time.
- </para>
- </listitem>
- </varlistentry>
- </variablelist>
- </section>
-
- <section id="basic-automation-recording">
- <title> Basic Automation Recording </title>
- <section id="automation-recording-gain-and-pan">
- <title> Gain and Pan </title>
- <para>
- Each track/bus has two automation control buttons for gain and pan in its
- mixer strip. For each track/bus that you wish to automate, click on the
- relevant automation button. From the popup menu that appears (showing all
- automation states) choose <guibutton>Record</guibutton> . As long as the
- automation state remains in "Record", then any changes you make to gain or
- pan for that track/bus will be recorded.
- </para>
- </section>
-
- <section id="automation-recording-plugin-parameters">
- <title> Plugin Parameters </title>
- <para>
- Many plugins have many parameters that you might wish to play while
- recording gain automation, so Ardour offers independent control of
- recording changes to these parameters. You can access the controls in
- either of two ways:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- open the plugin's editor window, and click on the appropriate automation
- control button. From the menu that pops up, choose
- <guibutton>Record</guibutton>
- </para>
- </listitem>
- <listitem>
- <para>
- make the automation track for this parameter visible (see
- plugin_automation_tracks on how to do this), and click on the automation
- control button in the track controls. From the menu that pops up, choose
- <guibutton>Record</guibutton> .
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- To record edits to the parameter, click on the appropriate
- <guibutton>arec</guibutton> button. As long as the button stays pressed,
- all edits to that parameter will be recorded.
- </para>
- </section>
- </section>
-
- <section id="basic-automation-playback">
- <title> Basic Automation Playback </title>
- <section id="automation-playback-gain-and-pan">
- <title> Gain and Pan </title>
- <para>
- Each track/bus has two automation control buttons for gain and pan in its
- mixer strip. For each track/bus where you want existing automation data to
- control gain and/or panning, click on the relevant automation button. From
- the popup menu that appears (showing all automation states) choose
- <guimenuitem>Play</guimenuitem>. As long as the automation state remains in
- <guimenuitem>Play</guimenuitem>, you can no longer control the gain and/or panning from the
- graphical user interface or an external hardware control surface.
- </para>
- </section>
-
- <section id="automation-playback-plugin-parameters">
- <title> Plugin Parameters </title>
- <para>
- For each plugin parameter you want controlled by automation data, you need
- to activate automation playback which can be done in one of two ways:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- open the plugin's editor window, and click on the appropriate automation
- control button, and choose <guimenuitem>Play</guimenuitem> from the menu
- that pops up.
- </para>
- </listitem>
- <listitem>
- <para>
- make the automation track for this parameter visible (see
- plugin_automation_tracks on how to do this), and click on the automation
- control button in the track controls. Choose <guimenuitem>Play</guimenuitem>
- from the menu that pops up.
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- You also need to enable automation playback for the plugin itself. This
- needs to be done in the plugin's editor window by clicking on the
- automation button in the upper right corner. Without this step, the
- individual parameter buttons will not enable automation playback.
- </para>
-
- <para>
- The plugin automation button also allows you to globally disable
- automation control of all parameters by unsetting it (clicking it so that
- it is no longer "pressed"). This leaves the individual automation control
- buttons in whatever state they were already in, but it stops the use of
- automation data for all parameters. This can be useful if you have a
- hardware control surface, and have automation-playback-enabled several
- parameters. You can override the automation playback settings and manually
- control parameter values from the control surface without having to click
- on each parameter's automation control button individually.
- </para>
- </section>
- </section>
-
- <section id="editing-automation-data">
- <title> Editing Automation Data </title>
- <para>
- The editor window can display all automation data for a track. Each type of
- automation data is shown in its own "track" to make it easy to see the
- data, and to edit it.
- </para>
- </section>
+ <title>Automation</title>
+ <para>
+ This chapter will explain how to use Ardour's automation facilities to
+ make editing and mixing your sessions more productive.
+ </para>
+
+ <section id="what-is-automation">
+ <title> What is automation? </title>
+ <para>
+ Automation refers to Ardour's ability to remember changes you made to
+ various parameters in the session, and at what point along the
+ timeline playback had reached when you made them. Later, Ardour can
+ make these changes happen automatically at the same point on the
+ timeline, thus leaving your hands free to do something else. A typical
+ practice when using automation is to work on one or two tracks while
+ leaving others alone, recording the edits/changes. Once satisfied with
+ the track(s), you can move on to adjust other tracks. As the overall
+ mix changes, you can return to earlier tracks and adjust their
+ existing automation.
+ </para>
+ </section>
+
+ <section id="what-can-be-automated">
+ <title> What can be automated? </title>
+ <para>
+ You can automate all changes to track/bus gain control, panning
+ (currently only for stereo output) and all plugin parameters. Future
+ versions of Ardour will allow automation of mute/solo controls,
+ non-stereo panning, and send gain levels.
+ </para>
+ </section>
+
+ <section id="automation-modes">
+ <title> Automation Modes </title>
+ <para>
+ Each parameter that can be automated has a button available to control
+ its state of automation. Each button can be used to put the parameter
+ into one of 4 possible automation states:
+ </para>
+
+ <variablelist>
+ <title></title>
+ <varlistentry>
+ <term>Off</term>
+ <listitem>
+ <para>
+ No changes to the parameter are recorded, and any existing
+ automation for the parameter is ignored. This is the default.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>Play</term>
+ <listitem>
+ <para>
+ Existing automation data controls the value of the parameter,
+ and graphical/hardware editing of the value is disabled.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>Write</term>
+ <listitem>
+ <para>
+ All changes to the parameter are recorded as new automation
+ data, overwriting any existing data for that point in time.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>Touch</term>
+ <listitem>
+ <para>
+ Existing automation data controls the value of the parameter,
+ but new changes to the parameter are recorded, overwriting any
+ existing data for that point in time.
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </section>
+
+ <section id="basic-automation-recording">
+ <title> Basic Automation Recording </title>
+ <section id="automation-recording-gain-and-pan">
+ <title> Gain and Pan </title>
+ <para>
+ Each track/bus has two automation control buttons for gain and pan
+ in its mixer strip. For each track/bus that you wish to automate,
+ click on the relevant automation button. From the popup menu that
+ appears (showing all automation states) choose
+ <guibutton>Record</guibutton> . As long as the automation state
+ remains in "Record", then any changes you make to gain or pan for
+ that track/bus will be recorded.
+ </para>
+ </section>
+
+ <section id="automation-recording-plugin-parameters">
+ <title> Plugin Parameters </title>
+ <para>
+ Many plugins have many parameters that you might wish to play while
+ recording gain automation, so Ardour offers independent control of
+ recording changes to these parameters. You can access the controls
+ in either of two ways:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ open the plugin's editor window, and click on the appropriate
+ automation control button. From the menu that pops up, choose
+ <guibutton>Record</guibutton>
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ make the automation track for this parameter visible (see
+ plugin_automation_tracks on how to do this), and click on the
+ automation control button in the track controls. From the menu
+ that pops up, choose <guibutton>Record</guibutton> .
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ To record edits to the parameter, click on the appropriate
+ <guibutton>arec</guibutton> button. As long as the button stays
+ pressed, all edits to that parameter will be recorded.
+ </para>
+ </section>
+ </section>
+
+ <section id="basic-automation-playback">
+ <title> Basic Automation Playback </title>
+ <section id="automation-playback-gain-and-pan">
+ <title> Gain and Pan </title>
+ <para>
+ Each track/bus has two automation control buttons for gain and pan
+ in its mixer strip. For each track/bus where you want existing
+ automation data to control gain and/or panning, click on the
+ relevant automation button. From the popup menu that appears
+ (showing all automation states) choose
+ <guimenuitem>Play</guimenuitem>. As long as the automation state
+ remains in <guimenuitem>Play</guimenuitem>, you can no longer
+ control the gain and/or panning from the graphical user interface or
+ an external hardware control surface.
+ </para>
+ </section>
+
+ <section id="automation-playback-plugin-parameters">
+ <title> Plugin Parameters </title>
+ <para>
+ For each plugin parameter you want controlled by automation data,
+ you need to activate automation playback which can be done in one of
+ two ways:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ open the plugin's editor window, and click on the appropriate
+ automation control button, and choose
+ <guimenuitem>Play</guimenuitem> from the menu that pops up.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ make the automation track for this parameter visible (see
+ plugin_automation_tracks on how to do this), and click on the
+ automation control button in the track controls. Choose
+ <guimenuitem>Play</guimenuitem> from the menu that pops up.
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ You also need to enable automation playback for the plugin itself.
+ This needs to be done in the plugin's editor window by clicking on
+ the automation button in the upper right corner. Without this step,
+ the individual parameter buttons will not enable automation
+ playback.
+ </para>
+
+ <para>
+ The plugin automation button also allows you to globally disable
+ automation control of all parameters by unsetting it (clicking it so
+ that it is no longer "pressed"). This leaves the individual
+ automation control buttons in whatever state they were already in,
+ but it stops the use of automation data for all parameters. This can
+ be useful if you have a hardware control surface, and have
+ automation-playback-enabled several parameters. You can override the
+ automation playback settings and manually control parameter values
+ from the control surface without having to click on each parameter's
+ automation control button individually.
+ </para>
+ </section>
+ </section>
+
+ <section id="editing-automation-data">
+ <title> Editing Automation Data </title>
+ <para>
+ The editor window can display all automation data for a track. Each
+ type of automation data is shown in its own "track" to make it easy to
+ see the data, and to edit it.
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/basic_editing.xml b/manual/xml/basic_editing.xml
index c1cfa64207..4f19157b61 100644
--- a/manual/xml/basic_editing.xml
+++ b/manual/xml/basic_editing.xml
@@ -5,28 +5,24 @@
]>
<chapter id="ch-basic-editing">
- <title>Basic Editing</title>
- <para>
- Once you have recorded or imported the material that will make up a
- session/piece/composition, it will generally become time to
- <emphasis>edit</emphasis> it. You can add/remove material at any time,
- and/or modify the mix if you desire. But editing tends to be a distinct
- focus during the "middle" part of working on an arrangement, and has its own
- particular set of tools and approaches. This section of the manual covers
- the editing tools you will probably use all the time; see <xref linkend="ch-advanced-editing"/>
- for coverage of more specialized tools and techniques.
- </para>
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <title>Basic Editing</title>
+ <para>
+ Once you have recorded or imported the material that will make up a
+ session/piece/composition, it will generally become time to
+ <emphasis>edit</emphasis> it. You can add/remove material at any time,
+ and/or modify the mix if you desire. But editing tends to be a distinct
+ focus during the "middle" part of working on an arrangement, and has its
+ own particular set of tools and approaches. This section of the manual
+ covers the editing tools you will probably use all the time; see
+ <xref linkend="ch-advanced-editing"/> for coverage of more specialized
+ tools and techniques.
+ </para>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editing_concepts.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="working_with_playlists.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="working_with_ranges.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="working_with_regions.xml" />
-
</chapter>
diff --git a/manual/xml/basic_recording.xml b/manual/xml/basic_recording.xml
index 352f2b024b..ba40c96ebc 100644
--- a/manual/xml/basic_recording.xml
+++ b/manual/xml/basic_recording.xml
@@ -7,260 +7,265 @@
<!-- XXX This needs a fair amount of work-->
<section id="sn-basic-recording">
- <title>Basic Recording</title>
- <para>
- Recording audio is theoretically a very simple process. You have to make
- essentially 2 decisions: what are you going to record, and how many channels
- will you be recording, then press a couple of buttons and you're recording.
- </para>
+ <title>Basic Recording</title>
+ <para>
+ Recording audio is theoretically a very simple process. You have to make
+ essentially 2 decisions: what are you going to record, and how many
+ channels will you be recording, then press a couple of buttons and
+ you're recording.
+ </para>
- <para>
- Unfortunately, most recording also requires monitoring&mdash;providing some
- way to hear what you are recording as you record it, possibly with existing
- recorded material as well. Monitoring in Ardour is very flexible, but with
- flexibility comes complexity. If you want to try to skip ahead and record
- without reading about monitoring, you are welcome to do so. Ardour attempts
- to use reasonable defaults for monitoring, but the variety of hardware
- setups make it impossible to pick one default that will work for everyone.
- </para>
+ <para>
+ Unfortunately, most recording also requires monitoring&mdash;providing
+ some way to hear what you are recording as you record it, possibly with
+ existing recorded material as well. Monitoring in Ardour is very
+ flexible, but with flexibility comes complexity. If you want to try to
+ skip ahead and record without reading about monitoring, you are welcome
+ to do so. Ardour attempts to use reasonable defaults for monitoring, but
+ the variety of hardware setups make it impossible to pick one default
+ that will work for everyone.
+ </para>
- <para>
- For this reason, you are strongly recommended to spend a few minutes
- understanding <xref linkend="sn-monitoring"/>, because otherwise you're
- going to get very confused and possibly irritated.
- </para>
+ <para>
+ For this reason, you are strongly recommended to spend a few minutes
+ understanding <xref linkend="sn-monitoring"/>, because otherwise you're
+ going to get very confused and possibly irritated.
+ </para>
- <section id="recording-a-single-track">
- <title>Recording a single audio track</title>
- <para>
- These steps can all be taken directly within the Editor window, although
- most of them can also be done via Mixer window if you prefer.
- </para>
- </section>
+ <section id="recording-a-single-track">
+ <title>Recording a single audio track</title>
+ <para>
+ These steps can all be taken directly within the Editor window,
+ although most of them can also be done via Mixer window if you prefer.
+ </para>
+ </section>
- <section id="setting-up-a-new-track-for-recording">
- <title>Setting up a new track for recording</title>
- <orderedlist>
- <listitem>
- <para>
- Choose <menuchoice> <guimenu>Session</guimenu> <guisubmenu>Add
- Track/Bus</guisubmenu> </menuchoice>. This will popup a dialog allowing
- you to choose how many tracks to add, and what basic I/O configuration
- the track will have (mono, stereo, etc.). You can change I/O
- configurations for tracks at any time.
- </para>
- </listitem>
- <listitem>
- <para>
- Make the editor's dedicated mixer strip visible by clicking on the
- <guibutton>Editor Mixer</guibutton> button located at the left end of the
- transport bar.
- <note>
- <para>
- In Ardour2, there is no <guibutton>Editor Mixer</guibutton> button, but
- you can make the mixer strip visible by selecting <menuchoice>
- <guimenu>View</guimenu> <guisubmenu>Show Editor Mixer</guisubmenu>
- </menuchoice>, or by pressing
- <keycombo><keycap>Shift</keycap><keycap>E</keycap></keycombo> on the
- keyboard.
- </para>
- </note>
- </para>
- </listitem>
- </orderedlist>
- <section id="selecting-record-source">
- <title>Selecting the source to record</title>
- <orderedlist>
- <listitem>
- <para>
- Check the input configuration for the new track. Click on its control
- area. A mixer strip appears in the editor for this track. Click on the
- <guibutton>Input</guibutton> button near the top of the strip, and
- select <guimenuitem>Edit</guimenuitem> from the menu. The standard I/O
- dialog pops up to let you connect the track to whichever JACK port you
- want to record from.
- </para>
- </listitem>
- <listitem>
- <para>
- Rename the track. This is an important step in helping you make sense of
- your session, because track names are used when naming newly created
- regions.
- </para>
- </listitem>
- <listitem>
- <para>
- Click on the track's record-enable button to record enable the track.
- You can use the <guibutton>r</guibutton> button in the track control
- area or the <guibutton>record</guibutton> button of the mixer strip. The
- button will turn pink.
- </para>
- </listitem>
- <listitem>
- <para>
- Adjust the output level of the sound source to the a level where the
- loudest input drives the meter in the mixer strip close to, but not
- over, 0dB. The mixer strip will show the incoming signal level, along
- with peak indicators
- </para>
- </listitem>
- <listitem>
- <para>
- If you are using software monitoring, adjust the output volume and
- possibly panning if desired. These settings do not affect the recorded
- material.
- </para>
- </listitem>
- </orderedlist>
- <para>
- Check the output configuration for the new track. Click on the
- <guibutton>Output</guibutton> button near the bottom of the strip, and
- select <guimenuitem>Edit</guimenuitem> from the menu. Make sure the
- track's output is connected as you intend.
- </para>
+ <section id="setting-up-a-new-track-for-recording">
+ <title>Setting up a new track for recording</title>
+ <orderedlist>
+ <listitem>
+ <para>
+ Choose <menuchoice> <guimenu>Session</guimenu> <guisubmenu>Add
+ Track/Bus</guisubmenu> </menuchoice>. This will popup a dialog
+ allowing you to choose how many tracks to add, and what basic I/O
+ configuration the track will have (mono, stereo, etc.). You can
+ change I/O configurations for tracks at any time.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Make the editor's dedicated mixer strip visible by clicking on the
+ <guibutton>Editor Mixer</guibutton> button located at the left end
+ of the transport bar.
+ <note>
+ <para>
+ In Ardour2, there is no <guibutton>Editor Mixer</guibutton>
+ button, but you can make the mixer strip visible by selecting
+ <menuchoice> <guimenu>View</guimenu> <guisubmenu>Show Editor
+ Mixer</guisubmenu> </menuchoice>, or by pressing
+ <keycombo><keycap>Shift</keycap><keycap>E</keycap></keycombo>
+ on the keyboard.
+ </para>
+ </note>
+ </para>
+ </listitem>
+ </orderedlist>
+ <section id="selecting-record-source">
+ <title>Selecting the source to record</title>
+ <orderedlist>
+ <listitem>
+ <para>
+ Check the input configuration for the new track. Click on its
+ control area. A mixer strip appears in the editor for this
+ track. Click on the <guibutton>Input</guibutton> button near the
+ top of the strip, and select <guimenuitem>Edit</guimenuitem>
+ from the menu. The standard I/O dialog pops up to let you
+ connect the track to whichever JACK port you want to record
+ from.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Rename the track. This is an important step in helping you make
+ sense of your session, because track names are used when naming
+ newly created regions.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Click on the track's record-enable button to record enable the
+ track. You can use the <guibutton>r</guibutton> button in the
+ track control area or the <guibutton>record</guibutton> button
+ of the mixer strip. The button will turn pink.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Adjust the output level of the sound source to the a level where
+ the loudest input drives the meter in the mixer strip close to,
+ but not over, 0dB. The mixer strip will show the incoming signal
+ level, along with peak indicators
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ If you are using software monitoring, adjust the output volume
+ and possibly panning if desired. These settings do not affect
+ the recorded material.
+ </para>
+ </listitem>
+ </orderedlist>
+ <para>
+ Check the output configuration for the new track. Click on the
+ <guibutton>Output</guibutton> button near the bottom of the strip,
+ and select <guimenuitem>Edit</guimenuitem> from the menu. Make sure
+ the track's output is connected as you intend.
+ </para>
- <note>
- <para>
- by default (and when not using a session template that works otherwise)
- mono tracks have mono outputs, meaning that you cannot pan them.
- </para>
- </note>
- </section>
- </section>
+ <note>
+ <para>
+ by default (and when not using a session template that works
+ otherwise) mono tracks have mono outputs, meaning that you cannot
+ pan them.
+ </para>
+ </note>
+ </section>
+ </section>
- <section id="to-record-to-the-new-audio-track">
- <title>To record to the new audio track</title>
- <orderedlist>
- <listitem>
- <para>
- If necessary, setup the session's default meter and tempo by on the
- initial meter and tempo markers.
- </para>
- </listitem>
- <listitem>
- <para>
- If desired, enable the click track in the transport bar.
- </para>
- </listitem>
- <listitem>
- <para>
- Click on the <guimenuitem>Record</guimenuitem> button of the transport
- window, which will start to flash.
- </para>
- </listitem>
- <listitem>
- <para>
- When you are ready to record, click the <guibutton>Play</guibutton>
- button in the transport window.
- </para>
- </listitem>
- <listitem>
- <para>
- When you have finished recording, click the <guibutton>Stop</guibutton>
- button in the transport window.
- </para>
- </listitem>
- <listitem>
- <para>
- If desired, click the track's record-enable button to disengage
- record-enable for this track.
- </para>
- </listitem>
- </orderedlist>
- <para>
- The audio you recorded will be written to a new audio file stored on one of
- your disks. In the editor, a new region will appear in the track display
- area and also in the region list display.
- </para>
- </section>
+ <section id="to-record-to-the-new-audio-track">
+ <title>To record to the new audio track</title>
+ <orderedlist>
+ <listitem>
+ <para>
+ If necessary, setup the session's default meter and tempo by on
+ the initial meter and tempo markers.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ If desired, enable the click track in the transport bar.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Click on the <guimenuitem>Record</guimenuitem> button of the
+ transport window, which will start to flash.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ When you are ready to record, click the
+ <guibutton>Play</guibutton> button in the transport window.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ When you have finished recording, click the
+ <guibutton>Stop</guibutton> button in the transport window.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ If desired, click the track's record-enable button to disengage
+ record-enable for this track.
+ </para>
+ </listitem>
+ </orderedlist>
+ <para>
+ The audio you recorded will be written to a new audio file stored on
+ one of your disks. In the editor, a new region will appear in the
+ track display area and also in the region list display.
+ </para>
+ </section>
- <section id="to-playback-the-new-audio-track">
- <title>To play back the new audio track</title>
- <orderedlist>
- <listitem>
- <para>
- Press the <keycap>Home</keycap> key (or
- <keycombo><keycap>Ctrl</keycap><keycap>A</keycap></keycombo>) to return
- the playhead to the start of the track
- </para>
- </listitem>
- <listitem>
- <para>
- In the transport bar click on the <guibutton>Play</guibutton> button, or
- press the <keycap>spacebar</keycap>.
- </para>
- </listitem>
- <listitem>
- <para>
- Adjust the track's volume as necessary, using either the mixer strip in
- the editor, or the corresponding strip in the mixer window.
- </para>
- </listitem>
- </orderedlist>
- </section>
+ <section id="to-playback-the-new-audio-track">
+ <title>To play back the new audio track</title>
+ <orderedlist>
+ <listitem>
+ <para>
+ Press the <keycap>Home</keycap> key (or
+ <keycombo><keycap>Ctrl</keycap><keycap>A</keycap></keycombo>) to
+ return the playhead to the start of the track
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ In the transport bar click on the <guibutton>Play</guibutton>
+ button, or press the <keycap>spacebar</keycap>.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Adjust the track's volume as necessary, using either the mixer
+ strip in the editor, or the corresponding strip in the mixer
+ window.
+ </para>
+ </listitem>
+ </orderedlist>
+ </section>
- <section id="cancelling-a-take">
- <title>Cancelling a take</title>
- <para></para>
- </section>
+ <section id="cancelling-a-take">
+ <title>Cancelling a take</title>
+ <para></para>
+ </section>
- <section id="recording-multiple-tracks">
- <title>Recording multiple tracks</title>
- <para>
- Multiple tracks can easily be recorded simultaneously by record-enabling
- each track you would like to record.
- </para>
- </section>
+ <section id="recording-multiple-tracks">
+ <title>Recording multiple tracks</title>
+ <para>
+ Multiple tracks can easily be recorded simultaneously by
+ record-enabling each track you would like to record.
+ </para>
+ </section>
- <section id="recording-additional-takes">
- <title>Recording additional takes</title>
- <para></para>
- </section>
+ <section id="recording-additional-takes">
+ <title>Recording additional takes</title>
+ <para></para>
+ </section>
- <section id="appending-new-material">
- <title>Appending new material</title>
- <para></para>
- </section>
+ <section id="appending-new-material">
+ <title>Appending new material</title>
+ <para></para>
+ </section>
- <section id="recording-into-a-new-playlist">
- <title>Recording into a new playlist</title>
- <para>
- There is a <guibutton>p</guibutton> button in the track controls. If you
- press it and select <guimenuitem>new playlist</guimenuitem>, the contents
- will be cleared, allowing you to construct a new arrangement of recordings.
- You can recall your playlist later by using the same button and selecting
- <guimenuitem>select...</guimenuitem>. This will open a window displaying
- all the playlists you have recorded on that track. Select the one you want
- and proceed. Playlists from other tracks can also be selected.. in fact you
- can have the same playlist on two different tracks if you feel it
- necessary.
- </para>
- </section>
+ <section id="recording-into-a-new-playlist">
+ <title>Recording into a new playlist</title>
+ <para>
+ There is a <guibutton>p</guibutton> button in the track controls. If
+ you press it and select <guimenuitem>new playlist</guimenuitem>, the
+ contents will be cleared, allowing you to construct a new arrangement
+ of recordings. You can recall your playlist later by using the same
+ button and selecting <guimenuitem>select...</guimenuitem>. This will
+ open a window displaying all the playlists you have recorded on that
+ track. Select the one you want and proceed. Playlists from other
+ tracks can also be selected.. in fact you can have the same playlist
+ on two different tracks if you feel it necessary.
+ </para>
+ </section>
- <section id="punch-recording">
- <title>Punch Recording</title>
- <para>
- You can automate the portion of a track to be recorded using the punch
- functions. This is most often implemented when a portion of a particular
- take is problematic but an adjacent portion is good. In order to punch
- record, the punch range must be set.
- </para>
- </section>
+ <section id="punch-recording">
+ <title>Punch Recording</title>
+ <para>
+ You can automate the portion of a track to be recorded using the punch
+ functions. This is most often implemented when a portion of a
+ particular take is problematic but an adjacent portion is good. In
+ order to punch record, the punch range must be set.
+ </para>
+ </section>
- <section id="loop-recording">
- <title>Loop Recording</title>
- <para></para>
- </section>
+ <section id="loop-recording">
+ <title>Loop Recording</title>
+ <para></para>
+ </section>
- <section id="setting-punch-loop-points">
- <title>Setting Punch/Loop Points</title>
- <para></para>
- </section>
+ <section id="setting-punch-loop-points">
+ <title>Setting Punch/Loop Points</title>
+ <para></para>
+ </section>
- <section id="using-pre-and-post-roll">
- <title>Using Pre- and Post-Roll</title>
- <para></para>
- </section>
+ <section id="using-pre-and-post-roll">
+ <title>Using Pre- and Post-Roll</title>
+ <para></para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/bcf2000.xml b/manual/xml/bcf2000.xml
index 43e6bb2070..64c1b2f246 100644
--- a/manual/xml/bcf2000.xml
+++ b/manual/xml/bcf2000.xml
@@ -5,30 +5,32 @@
]>
<section id="sn-bcf2000">
- <title>Using a BCF2000</title>
- <para>
- This will walk you through the process of configuring and using a
- <ulink url="http://www.behringer.com/BCF2000/index.cfm">Behringer BCF2000
- MIDI control surface</ulink> , or BCF, with Ardour. This should also work
- with the
- <ulink url="http://www.behringer.com/BCR2000/index.cfm">BCR2000</ulink>, but
- has not been tested.
- </para>
-
- <section id="bcf2000-connecting-device">
- <title>Connecting Device</title>
- <para>
- It's assumed that your USB ports are functional under Linux. The easiest
- way to tell if you've got a functional link is to simply connect the
- BCF2000 to your computer with a USB cable, connect the power, and turn it
- on. You should see the USB MODE light come on in the upper right corner of
- the BCF. If that's not on, you'll need to figure out how to make your
- <ulink url="http://www.linux-usb.org/">USB port work under Linux.</ulink>
- </para>
-
- <para>
- If the USB MODE light is on, doublecheck that Linux knows of the device.
- </para>
+ <title>Using a BCF2000</title>
+ <para>
+ This will walk you through the process of configuring and using a
+ <ulink url="http://www.behringer.com/BCF2000/index.cfm">Behringer
+ BCF2000 MIDI control surface</ulink> , or BCF, with Ardour. This should
+ also work with the
+ <ulink url="http://www.behringer.com/BCR2000/index.cfm">BCR2000</ulink>,
+ but has not been tested.
+ </para>
+
+ <section id="bcf2000-connecting-device">
+ <title>Connecting Device</title>
+ <para>
+ It's assumed that your USB ports are functional under Linux. The
+ easiest way to tell if you've got a functional link is to simply
+ connect the BCF2000 to your computer with a USB cable, connect the
+ power, and turn it on. You should see the USB MODE light come on in
+ the upper right corner of the BCF. If that's not on, you'll need to
+ figure out how to make your <ulink url="http://www.linux-usb.org/">USB
+ port work under Linux.</ulink>
+ </para>
+
+ <para>
+ If the USB MODE light is on, doublecheck that Linux knows of the
+ device.
+ </para>
<screen>
xtc:~% aconnect -o
client 64: 'M Audio Delta 1010 MIDI - Rawmidi 0' [type=kernel]
@@ -36,36 +38,37 @@ client 64: 'M Audio Delta 1010 MIDI - Rawmidi 0' [type=kernel]
client 72: 'BCF2000 - Rawmidi 1' [type=kernel]
0 'BCF2000 MIDI 1 '
</screen>
- </section>
-
- <section id="updating-firmware">
- <title> Firmware Updating (v1.07) </title>
- <para>
- The first thing you're likely to have to do is update the firmware in the
- unit. This is a relatively painless process.
- </para>
- <orderedlist>
- <listitem>
- <para>
- Download the firmware from Behringers
- <ulink url="http://www.behringer.com/05_support/bc_download/bc_downloads.cfm">downloads
- page</ulink>. There will be a
- <ulink url="http://www.behringer.com/BCF2000/bcf2000_107.zip">zip
- file</ulink> available which should be downloaded. (This example uses
- version 1.07 of the firmware, the latest available at the time of this
- writing. There may be a newer version available now.)
- </para>
- </listitem>
- <listitem>
- <para>
- Unzip the file you downloaded. You'll typically extract 2 files, a PDF
- file with release notes and an SYX file, which is the firmware update.
- </para>
- </listitem>
- <listitem>
- <para>
- Find the system device of the BCF
- </para>
+ </section>
+
+ <section id="updating-firmware">
+ <title> Firmware Updating (v1.07) </title>
+ <para>
+ The first thing you're likely to have to do is update the firmware in
+ the unit. This is a relatively painless process.
+ </para>
+ <orderedlist>
+ <listitem>
+ <para>
+ Download the firmware from Behringers
+ <ulink url="http://www.behringer.com/05_support/bc_download/bc_downloads.cfm">downloads
+ page</ulink>. There will be a
+ <ulink url="http://www.behringer.com/BCF2000/bcf2000_107.zip">zip
+ file</ulink> available which should be downloaded. (This example
+ uses version 1.07 of the firmware, the latest available at the
+ time of this writing. There may be a newer version available now.)
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Unzip the file you downloaded. You'll typically extract 2 files, a
+ PDF file with release notes and an SYX file, which is the firmware
+ update.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Find the system device of the BCF
+ </para>
<screen>
xtc:~% cat /proc/asound/cards
0 [M1010 ]: ICE1712 - M Audio Delta 1010
@@ -73,113 +76,113 @@ xtc:~% cat /proc/asound/cards
2 [BCF2000 ]: USB-Audio - BCF2000
BEHRINGER BCF2000 at usb-00:1d.1-2, full speed
</screen>
- </listitem>
- </orderedlist>
- <para>
- In this case there are 2 devices. The number at the left indicates the card
- number. The BCF is almost certain, then, to use the device
- <filename>/dev/snd/midiCnD0</filename> where <emphasis>n</emphasis> is the
- card number, in this case, 2.
- </para>
-
- <para>
- Write the firmware to the BCF with the command
- </para>
+ </listitem>
+ </orderedlist>
+ <para>
+ In this case there are 2 devices. The number at the left indicates the
+ card number. The BCF is almost certain, then, to use the device
+ <filename>/dev/snd/midiCnD0</filename> where <emphasis>n</emphasis> is
+ the card number, in this case, 2.
+ </para>
+
+ <para>
+ Write the firmware to the BCF with the command
+ </para>
<screen>
cat bcf2000_1-07.syx > /dev/snd/midiC2D0
</screen>
-
- <important>
- <para>
- Make sure you use the actual device you determined in the previous step
- </para>
- </important>
-
- <para>
- The BCF display will show a whirling figure-8 animation and count up to 18.
- Once the whirling stops, you should turn off the BCF, count to 5, then turn
- it on again. You should then see the version number of the upgraded
- firmware displayed for a few seconds as the BCF starts.
- </para>
- </section>
-
- <section id="bcf2000-connecting-to-ardour">
- <title> Connecting to Ardour </title>
- <para>
- After starting Ardour, it's important to connect the MIDI device ports of
- Ardour and the BCF together so that they will communicate with each other.
- There are a few ways to do this.
- </para>
-
- <section id="bcf2000-connecting-with-qjackctl">
- <title> With qjackctl </title>
- <para>
- If you use the program <application>qjackctl</application> to control
- JACK, there's an easy way to connect Ardour to the BCF. Run qjackctl, and
- click on the <guibutton>Connect</guibutton> button in the main qjackctl
- window. This will bring up the Connection window. You should see at least
- 2 items listed, the BCF and Ardour:
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/con1.jpg"/>
- </imageobject>
- </mediaobject>
- <para>
- Connect the BCF output to the Ardour input, and vice versa:
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/con2.jpg"/>
- </imageobject>
- </mediaobject>
- <section id="bcf2000-automating-qjackctl-connection">
- <title> Automating the qjackctl connection </title>
- <para>
- You can set qjackctl to automatically make the MIDI connections (and
- others) by using the Patchbay feature in qjackctl. Start qjackctl and
- Ardour, and make the MIDI connections as shown above. Click on the
- <guibutton>Patchbay</guibutton> button, then click on
- <guibutton>New</guibutton>. Qjackctl will ask if you want to create a
- patchbay definition as a snapshot of all actual client connections.
- Clicking on <guibutton>Yes</guibutton> will bring in a set of all ports
- available.
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/qjpatch.jpg"/>
- </imageobject>
- </mediaobject>
- <para>
- Make sure you've got both connections as described above, and click
- <guibutton>Save...</guibutton> and choose a filename. Once this is saved,
- you can close the patchbay.
- </para>
-
- <para>
- Next, click on the qjackctl <guibutton>Setup</guibutton> button, then
- click on the <guibutton>Options</guibutton> tab.
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/qjopts.jpg"/>
- </imageobject>
- </mediaobject>
- <para>
- Click on <guibutton>Activate patchbay persistence</guibutton> and use the
- filename you used to save the patchbay above. The patchbay connections
- will now be made after qjackctl starts up the clients.
- </para>
- </section>
- </section>
-
- <section id="bcf2000-connecting-from-command-line">
- <title> From the command line </title>
- <para>
- The command <command>aconnect</command>, which is the ALSA sequencer
- connection manager, can do the job of connecting the BCF to Ardour. First
- find the numbers of the MIDI device ports for the two:
- </para>
+ <important>
+ <para>
+ Make sure you use the actual device you determined in the previous
+ step
+ </para>
+ </important>
+
+ <para>
+ The BCF display will show a whirling figure-8 animation and count up
+ to 18. Once the whirling stops, you should turn off the BCF, count to
+ 5, then turn it on again. You should then see the version number of
+ the upgraded firmware displayed for a few seconds as the BCF starts.
+ </para>
+ </section>
+
+ <section id="bcf2000-connecting-to-ardour">
+ <title> Connecting to Ardour </title>
+ <para>
+ After starting Ardour, it's important to connect the MIDI device ports
+ of Ardour and the BCF together so that they will communicate with each
+ other. There are a few ways to do this.
+ </para>
+
+ <section id="bcf2000-connecting-with-qjackctl">
+ <title> With qjackctl </title>
+ <para>
+ If you use the program <application>qjackctl</application> to
+ control JACK, there's an easy way to connect Ardour to the BCF. Run
+ qjackctl, and click on the <guibutton>Connect</guibutton> button in
+ the main qjackctl window. This will bring up the Connection window.
+ You should see at least 2 items listed, the BCF and Ardour:
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/con1.jpg"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ Connect the BCF output to the Ardour input, and vice versa:
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/con2.jpg"/>
+ </imageobject>
+ </mediaobject>
+ <section id="bcf2000-automating-qjackctl-connection">
+ <title> Automating the qjackctl connection </title>
+ <para>
+ You can set qjackctl to automatically make the MIDI connections
+ (and others) by using the Patchbay feature in qjackctl. Start
+ qjackctl and Ardour, and make the MIDI connections as shown above.
+ Click on the <guibutton>Patchbay</guibutton> button, then click on
+ <guibutton>New</guibutton>. Qjackctl will ask if you want to
+ create a patchbay definition as a snapshot of all actual client
+ connections. Clicking on <guibutton>Yes</guibutton> will bring in
+ a set of all ports available.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/qjpatch.jpg"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ Make sure you've got both connections as described above, and
+ click <guibutton>Save...</guibutton> and choose a filename. Once
+ this is saved, you can close the patchbay.
+ </para>
+
+ <para>
+ Next, click on the qjackctl <guibutton>Setup</guibutton> button,
+ then click on the <guibutton>Options</guibutton> tab.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/qjopts.jpg"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ Click on <guibutton>Activate patchbay persistence</guibutton> and
+ use the filename you used to save the patchbay above. The patchbay
+ connections will now be made after qjackctl starts up the clients.
+ </para>
+ </section>
+ </section>
+
+ <section id="bcf2000-connecting-from-command-line">
+ <title> From the command line </title>
+ <para>
+ The command <command>aconnect</command>, which is the ALSA sequencer
+ connection manager, can do the job of connecting the BCF to Ardour.
+ First find the numbers of the MIDI device ports for the two:
+ </para>
<screen>
xtc:~% aconnect -o
client 64: 'M Audio Delta 1010 MIDI - Rawmidi 0' [type=kernel]
@@ -189,25 +192,25 @@ client 80: 'BCF2000 - Rawmidi 2' [type=kernel]
client 129: 'ardour' [type=user]
0 'seq '
</screen>
- <para>
- Here, the BCF is 80, and Ardour is 129. The proper connections can be made
- between the two with two commands:
- </para>
+ <para>
+ Here, the BCF is 80, and Ardour is 129. The proper connections can
+ be made between the two with two commands:
+ </para>
<screen>
xtc:~% aconnect 80:0 129:0
xtc:~% aconnect 129:0 80:0
</screen>
- </section>
-
- <section id="bcf2000-automatic-midi-connection">
- <title> Automating the MIDI connection from the command line </title>
- <para>
- It's sometimes handy to start Ardour from the command line. I found it
- irritating to have Ardour come up, and then have to manually make the
- connections for the BCF. This was quickly solved by the following script,
- which starts Ardour, finds the proper MIDI device ports, and connects
- them:
- </para>
+ </section>
+
+ <section id="bcf2000-automatic-midi-connection">
+ <title> Automating the MIDI connection from the command line </title>
+ <para>
+ It's sometimes handy to start Ardour from the command line. I found
+ it irritating to have Ardour come up, and then have to manually make
+ the connections for the BCF. This was quickly solved by the
+ following script, which starts Ardour, finds the proper MIDI device
+ ports, and connects them:
+ </para>
<screen>
#!/bin/ksh
# /usr/local/bin/start_ardour.sh
@@ -227,334 +230,351 @@ ARD_ID=$(aconnect -o | grep ardour | awk '{print $2}')
aconnect "$BCF_ID"0 "$ARD_ID"0
aconnect "$ARD_ID"0 "$BCF_ID"0
</screen>
- <para>
- As an alternative to the patchbay in qjackctl, you could have it run this
- script to start Ardour and make the MIDI connections. Click the
- <guibutton>Setup</guibutton> button and choose the
- <guibutton>Options</guibutton> tab. Enable the <guibutton>Execute script
- after Startup</guibutton> option, and change the line to call the
- <filename>start_ardour.sh</filename> script. In this example, I change
- directories to the drive I record to so new sessions will open there by
- default before I run the script.
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="qjopt.jpg"/>
- </imageobject>
- </mediaobject>
- </section>
- </section>
-
- <section id="bcf2000-programming">
- <title> Programming the BCF2000 for effective use </title>
- <para>
- One problem that I ran into with the BCF2000 was that none of the factory
- presets really did what I needed to control Ardour. I had a modest set of
- things I wanted to use the BCF to control for a track:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- Volume
- </para>
- </listitem>
- <listitem>
- <para>
- Panning
- </para>
- </listitem>
- <listitem>
- <para>
- Mute, solo and rec-enable
- </para>
- </listitem>
- <listitem>
- <para>
- Transport (play, stop, ffwd, rewind)
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- Preset 2 (P2), the Simple Mixer, was almost there, but I could not map the
- mute, solo and rec-enable controls in Ardour to a pushbutton on the BCF.
- This was because in P2, the buttons sent a Program Change signal, but
- Ardour expects a Control Change signal. This required re-programming the
- BCF a bit. Here's a list of the controls and what I mapped them to send:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- Rotary knobs 1 through 8, when pressed: CC33 through CC40
- </para>
- </listitem>
- <listitem>
- <para>
- First row of buttons: CC65 through CC72
- </para>
- </listitem>
- <listitem>
- <para>
- second row of buttons: CC73 through CC80
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- Here's a quick walkthrough to program the controls on the BCF. First we'll
- do the rotary knobs:
- </para>
- <orderedlist>
- <listitem>
- <para>
- Hold down the EDIT button and press the rotary control. The display will
- show b1.
- </para>
- </listitem>
- <listitem>
- <para>
- Turn the rotary control labeled "TYPE" until the display reads "CC".
- </para>
- </listitem>
- <listitem>
- <para>
- Turn the rotary control labeled "PAR" until the display reads "33".
- </para>
- </listitem>
- <listitem>
- <para>
- Turn the rotary control labeled "MODE" until the display reads "t on".
- </para>
- </listitem>
- <listitem>
- <para>
- Press the EXIT button.
- </para>
- </listitem>
- </orderedlist>
- <para>
- Continue to program the other rotary controls in the same way, incrementing
- the value set by the "PAR" control by 1 each time. This will set the CC
- parameter for the second knob to 34, the third knob to 35, and so on.
- </para>
-
- <para>
- The steps are the same for the two rows of pushbuttons under the rotary
- knobs. The CC values for the first row of buttons run from 65 to 72, and
- from 73 to 80 for the second row.
- </para>
-
- <para>
- Finally, you need to store these changes so that they'll be kept even when
- the BCF has its power cycled.
- <orderedlist>
- <listitem>
- <para>
- Press the STORE button. Its LED will start to flash.
- </para>
- </listitem>
- <listitem>
- <para>
- Select a different preset number if you wish with the left and right
- PRESET buttons.
- </para>
- </listitem>
- <listitem>
- <para>
- Press STORE again to write the settings to an empty preset. If you want
- to overwrite an existing preset, press STORE twice. You can cancel the
- store at any time by pressing EXIT.
- </para>
- </listitem>
- </orderedlist>
- </para>
-
- <para>
- Your BCF2000 is now ready to control Ardour!
- </para>
-
- <section id="bcf2000-preconfigured-preset-file">
- <title> Preconfigured Preset File </title>
- <para>
- Here is a <ulink url="http://zappa.brainiac.com/preset1.syx">saved preset
- file</ulink>, which has the definitions described above. You can use
- <command>amidi</command> to load this into the BCF as
- <xref linkend="bcf2000-loading-a-preset"/>.
- </para>
- </section>
- </section>
-
- <section id="bcf2000-mapping-ardour-controls">
- <title> Mapping Ardour controls to the BCF2000 </title>
- <para>
- The final step to control surface Nirvana is to map the controls in Ardour
- to the knobs, buttons and faders on the BCF.
- </para>
-
- <para>
- Before you can map things properly, you'll need to set the MIDI options
- within Ardour. In the Editor window of Ardour, choose <menuchoice>
- <guimenu>Windows</guimenu> <guisubmenu>Options Editor</guisubmenu>
- </menuchoice>. Make sure the seq device is online, and make sure
- <guibutton>MTC</guibutton>, <guibutton>MMC</guibutton> and <guibutton>MIDI
- Parameter Control</guibutton> is set for the seq device. Also make sure
- that the 4 boxes below are checked:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- <guibutton>MMC control</guibutton>
- </para>
- </listitem>
- <listitem>
- <para>
- <guibutton>MIDI parameter control</guibutton>
- </para>
- </listitem>
- <listitem>
- <para>
- <guibutton>Send MMC</guibutton>
- </para>
- </listitem>
- <listitem>
- <para>
- <guibutton>Send MIDI parameter feedback</guibutton>
- </para>
- </listitem>
- </itemizedlist>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/midiopts.jpg"/>
- </imageobject>
- </mediaobject>
- <para>
- Now you're ready to do the actual mapping. This is a pretty simple process,
- all controlled with a <keycombo><keycap>Ctrl</keycap>
- <mousebutton>Button2</mousebutton> </keycombo> click. This will pop up a
- little window which says <guilabel>operate MIDI controller now</guilabel>.
- Simply press the BCF button (or move the slider) that you want to have
- control the Ardour function.
- </para>
-
- <section id="bcf2000-example">
- <title>Example</title>
- <para>
- We want to map the Master fader in Ardour to the first slider on the BCF.
- Hold down the <keycap>Ctrl</keycap> key on your keyboard, and click with
- <mousebutton>Button2</mousebutton> on the Master fader in Ardour. You
- should see the <guilabel>operate MIDI controller now</guilabel>. Move the
- first slider on the BCF up or down a bit. The window should disappear, and
- you should see the master fader move up and down as you move the slider on
- the BCF. If that works, move the fader in Ardour with your mouse. You
- should see the slider on the BCF move up and down in tandem with the
- Master fader!
- </para>
-
- <para>
- If the "operate MIDI controller now" window does not go away, there is no
- connection between Ardour and the BCF. Make sure you've properly connected
- the two as outlined in the Connecting to Ardour section.
- </para>
- </section>
-
- <section id="bcf2000-transport-controls">
- <title> Transport Controls </title>
- <para>
- The 4 buttons in the lower right corner are already mapped in Preset 2 to
- the MMC transport controls Home (or rewind to the beginning of the
- session), Fast Forward, Stop and Play, as shown here.
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/transctls.jpg"/>
- </imageobject>
- </mediaobject>
- </section>
- </section>
-
- <section id="bcf2000-saving-and-loading-presets">
- <title> Saving and Loading Presets </title>
- <para>
- After beating my head against a wall trying to get various programs that
- handle SysEx messages to do what I wanted, I realized that once again, the
- simplest way for me to do this the first time through is from the command
- line. <glossterm linkend="gt-alsa">ALSA</glossterm> provides the perfect
- tool for saving and loading files: <command>amidi</command>
- </para>
-
- <para>
- First, use <command>amidi</command> to list the available ports:
- </para>
+ <para>
+ As an alternative to the patchbay in qjackctl, you could have it run
+ this script to start Ardour and make the MIDI connections. Click the
+ <guibutton>Setup</guibutton> button and choose the
+ <guibutton>Options</guibutton> tab. Enable the <guibutton>Execute
+ script after Startup</guibutton> option, and change the line to call
+ the <filename>start_ardour.sh</filename> script. In this example, I
+ change directories to the drive I record to so new sessions will
+ open there by default before I run the script.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="qjopt.jpg"/>
+ </imageobject>
+ </mediaobject>
+ </section>
+ </section>
+
+ <section id="bcf2000-programming">
+ <title> Programming the BCF2000 for effective use </title>
+ <para>
+ One problem that I ran into with the BCF2000 was that none of the
+ factory presets really did what I needed to control Ardour. I had a
+ modest set of things I wanted to use the BCF to control for a track:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ Volume
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Panning
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Mute, solo and rec-enable
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Transport (play, stop, ffwd, rewind)
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ Preset 2 (P2), the Simple Mixer, was almost there, but I could not map
+ the mute, solo and rec-enable controls in Ardour to a pushbutton on
+ the BCF. This was because in P2, the buttons sent a Program Change
+ signal, but Ardour expects a Control Change signal. This required
+ re-programming the BCF a bit. Here's a list of the controls and what I
+ mapped them to send:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ Rotary knobs 1 through 8, when pressed: CC33 through CC40
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ First row of buttons: CC65 through CC72
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ second row of buttons: CC73 through CC80
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ Here's a quick walkthrough to program the controls on the BCF. First
+ we'll do the rotary knobs:
+ </para>
+ <orderedlist>
+ <listitem>
+ <para>
+ Hold down the EDIT button and press the rotary control. The
+ display will show b1.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Turn the rotary control labeled "TYPE" until the display reads
+ "CC".
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Turn the rotary control labeled "PAR" until the display reads
+ "33".
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Turn the rotary control labeled "MODE" until the display reads "t
+ on".
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Press the EXIT button.
+ </para>
+ </listitem>
+ </orderedlist>
+ <para>
+ Continue to program the other rotary controls in the same way,
+ incrementing the value set by the "PAR" control by 1 each time. This
+ will set the CC parameter for the second knob to 34, the third knob to
+ 35, and so on.
+ </para>
+
+ <para>
+ The steps are the same for the two rows of pushbuttons under the
+ rotary knobs. The CC values for the first row of buttons run from 65
+ to 72, and from 73 to 80 for the second row.
+ </para>
+
+ <para>
+ Finally, you need to store these changes so that they'll be kept even
+ when the BCF has its power cycled.
+ <orderedlist>
+ <listitem>
+ <para>
+ Press the STORE button. Its LED will start to flash.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Select a different preset number if you wish with the left and
+ right PRESET buttons.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Press STORE again to write the settings to an empty preset. If
+ you want to overwrite an existing preset, press STORE twice. You
+ can cancel the store at any time by pressing EXIT.
+ </para>
+ </listitem>
+ </orderedlist>
+ </para>
+
+ <para>
+ Your BCF2000 is now ready to control Ardour!
+ </para>
+
+ <section id="bcf2000-preconfigured-preset-file">
+ <title> Preconfigured Preset File </title>
+ <para>
+ Here is a <ulink url="http://zappa.brainiac.com/preset1.syx">saved
+ preset file</ulink>, which has the definitions described above. You
+ can use <command>amidi</command> to load this into the BCF as
+ <xref linkend="bcf2000-loading-a-preset"/>.
+ </para>
+ </section>
+ </section>
+
+ <section id="bcf2000-mapping-ardour-controls">
+ <title> Mapping Ardour controls to the BCF2000 </title>
+ <para>
+ The final step to control surface Nirvana is to map the controls in
+ Ardour to the knobs, buttons and faders on the BCF.
+ </para>
+
+ <para>
+ Before you can map things properly, you'll need to set the MIDI
+ options within Ardour. In the Editor window of Ardour, choose
+ <menuchoice> <guimenu>Windows</guimenu> <guisubmenu>Options
+ Editor</guisubmenu> </menuchoice>. Make sure the seq device is online,
+ and make sure <guibutton>MTC</guibutton>, <guibutton>MMC</guibutton>
+ and <guibutton>MIDI Parameter Control</guibutton> is set for the seq
+ device. Also make sure that the 4 boxes below are checked:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ <guibutton>MMC control</guibutton>
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ <guibutton>MIDI parameter control</guibutton>
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ <guibutton>Send MMC</guibutton>
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ <guibutton>Send MIDI parameter feedback</guibutton>
+ </para>
+ </listitem>
+ </itemizedlist>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/midiopts.jpg"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ Now you're ready to do the actual mapping. This is a pretty simple
+ process, all controlled with a <keycombo><keycap>Ctrl</keycap>
+ <mousebutton>Button2</mousebutton> </keycombo> click. This will pop up
+ a little window which says <guilabel>operate MIDI controller
+ now</guilabel>. Simply press the BCF button (or move the slider) that
+ you want to have control the Ardour function.
+ </para>
+
+ <section id="bcf2000-example">
+ <title>Example</title>
+ <para>
+ We want to map the Master fader in Ardour to the first slider on the
+ BCF. Hold down the <keycap>Ctrl</keycap> key on your keyboard, and
+ click with <mousebutton>Button2</mousebutton> on the Master fader in
+ Ardour. You should see the <guilabel>operate MIDI controller
+ now</guilabel>. Move the first slider on the BCF up or down a bit.
+ The window should disappear, and you should see the master fader
+ move up and down as you move the slider on the BCF. If that works,
+ move the fader in Ardour with your mouse. You should see the slider
+ on the BCF move up and down in tandem with the Master fader!
+ </para>
+
+ <para>
+ If the "operate MIDI controller now" window does not go away, there
+ is no connection between Ardour and the BCF. Make sure you've
+ properly connected the two as outlined in the Connecting to Ardour
+ section.
+ </para>
+ </section>
+
+ <section id="bcf2000-transport-controls">
+ <title> Transport Controls </title>
+ <para>
+ The 4 buttons in the lower right corner are already mapped in Preset
+ 2 to the MMC transport controls Home (or rewind to the beginning of
+ the session), Fast Forward, Stop and Play, as shown here.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/transctls.jpg"/>
+ </imageobject>
+ </mediaobject>
+ </section>
+ </section>
+
+ <section id="bcf2000-saving-and-loading-presets">
+ <title> Saving and Loading Presets </title>
+ <para>
+ After beating my head against a wall trying to get various programs
+ that handle SysEx messages to do what I wanted, I realized that once
+ again, the simplest way for me to do this the first time through is
+ from the command line. <glossterm linkend="gt-alsa">ALSA</glossterm>
+ provides the perfect tool for saving and loading files:
+ <command>amidi</command>
+ </para>
+
+ <para>
+ First, use <command>amidi</command> to list the available ports:
+ </para>
<screen>
xtc:~% amidi -l
Device Name
hw:0,0 M Audio Delta 1010 MIDI
hw:2,0,0 BCF2000 MIDI 1
</screen>
- <para>
- There's the BCF, at port hw:2 (we can ignore everything after the first
- number after the colon). We'll tell amidi to use this port with the -p
- option
- </para>
-
- <section id="bcf2000-saving-a-preset">
- <title> Saving a Preset </title>
- <para>
- There's 2 parts to saving a preset: telling the BCF to send the data, and
- telling the computer to accept it.
- </para>
-
- <section id="bcf2000-recieving-the-data">
- <title> Receiving the Data </title>
- <para>
- Run <command>amidi</command>, using the <option>-p</option> option to
- specify the port, and the <option>-r</option> option to receive the date
- into.
- </para>
+ <para>
+ There's the BCF, at port hw:2 (we can ignore everything after the
+ first number after the colon). We'll tell amidi to use this port with
+ the -p option
+ </para>
+
+ <section id="bcf2000-saving-a-preset">
+ <title> Saving a Preset </title>
+ <para>
+ There's 2 parts to saving a preset: telling the BCF to send the
+ data, and telling the computer to accept it.
+ </para>
+
+ <section id="bcf2000-recieving-the-data">
+ <title> Receiving the Data </title>
+ <para>
+ Run <command>amidi</command>, using the <option>-p</option> option
+ to specify the port, and the <option>-r</option> option to receive
+ the date into.
+ </para>
<screen>
xtc:~% amidi -p hw:2 -r preset1.syx
</screen>
- <para>
- The system will collect data from the MIDI port now until it's told to
- stop with a <keycombo><keycap>Ctrl</keycap><keycap>C</keycap> </keycombo>
- so it's time to send some data.
- </para>
- </section>
-
- <section id="bcf2000-sending-the-data">
- <title> Sending the Data </title>
- <para>
- To send the MIDI data for the current preset to the computer, hold down
- the Edit key on the BCF and press the Store button. They should both stay
- lit and the display should read
+ <para>
+ The system will collect data from the MIDI port now until it's
+ told to stop with a
+ <keycombo><keycap>Ctrl</keycap><keycap>C</keycap> </keycombo> so
+ it's time to send some data.
+ </para>
+ </section>
+
+ <section id="bcf2000-sending-the-data">
+ <title> Sending the Data </title>
+ <para>
+ To send the MIDI data for the current preset to the computer, hold
+ down the Edit key on the BCF and press the Store button. They
+ should both stay lit and the display should read
<screen>
EG
</screen>
- . This is the Global Edit mode.
- </para>
+ . This is the Global Edit mode.
+ </para>
- <para>
- You can choose whether to send the current preset's data or the data for
- all 32 presets by turning the Mode knob, #6, and selecting either
+ <para>
+ You can choose whether to send the current preset's data or the
+ data for all 32 presets by turning the Mode knob, #6, and
+ selecting either
<screen>
All
</screen>
- or
+ or
<screen>
SnGl
</screen>
- . When ready to send the data, press knob 6. The display on the BCF will
- circle around while it's sending data, and return to
+ . When ready to send the data, press knob 6. The display on the
+ BCF will circle around while it's sending data, and return to
<screen>
EG
</screen>
- when complete. At this point,
- <keycombo><keycap>Ctrl</keycap><keycap>C</keycap> </keycombo> out of
- amidi. You'll see a report on the amount of data read:
- </para>
+ when complete. At this point,
+ <keycombo><keycap>Ctrl</keycap><keycap>C</keycap> </keycombo> out
+ of amidi. You'll see a report on the amount of data read:
+ </para>
<screen>
xtc:~% amidi -p hw:2 -r preset1.syx
13169 bytes read
@@ -562,85 +582,88 @@ xtc:~% amidi -p hw:2 -r preset1.syx
xtc:~% ls -l preset1.syx
-rw-r--r-- 1 jh jh 13169 May 1 22:14 preset1.syx
</screen>
- <para>
- The data for the preset is now saved in the file
- <filename>preset1.syx</filename>. Press Exit on the BCF to exit the
- Global Edit mode.
- </para>
- </section>
- </section>
-
- <section id="bcf2000-loading-a-preset">
- <title> Loading a Preset </title>
- <para>
- Loading a .syx file, such as the one saved above, is very simple. First,
- select the preset on the BCF to choose the preset to overwrite. Then call
- <command>amidi</command> using the <option>-s</option> option instead of
- <option>-r</option> to send a file.
- </para>
+ <para>
+ The data for the preset is now saved in the file
+ <filename>preset1.syx</filename>. Press Exit on the BCF to exit
+ the Global Edit mode.
+ </para>
+ </section>
+ </section>
+
+ <section id="bcf2000-loading-a-preset">
+ <title> Loading a Preset </title>
+ <para>
+ Loading a .syx file, such as the one saved above, is very simple.
+ First, select the preset on the BCF to choose the preset to
+ overwrite. Then call <command>amidi</command> using the
+ <option>-s</option> option instead of <option>-r</option> to send a
+ file.
+ </para>
<screen>
xtc:~% amidi -p hw:2 -s preset1.syx
</screen>
- <para>
- There will be a quick left-to-right flash of the encoder LEDs along the
- top of the BCF, followed by the display circling around until the data is
- loaded. It will then display the preset number again.
- </para>
-
- <para>
- The preset is now loaded with the settings from the file. They are only
- active as long as the preset is not changed. If you go to another preset
- and back to the one you loaded, all the changes will have disappeared. To
- save the settings,
- </para>
- <orderedlist>
- <listitem>
- <para>
- Press the STORE button. Its LED will start to flash.
- </para>
- </listitem>
- <listitem>
- <para>
- Select a different preset number if you wish with the left and right
- PRESET buttons.
- </para>
- </listitem>
- <listitem>
- <para>
- Press STORE again to write the settings to an empty preset. If you want
- to overwrite an existing preset, press STORE twice. You can cancel the
- store at any time by pressing EXIT.
- </para>
- </listitem>
- </orderedlist>
- </section>
- </section>
-
- <section id="bcf2000-bcedit">
- <title> Using BCEdit </title>
- <para>
- The tool provided by Behringer to manage presets and other things on the
- BCF is the Java program
- <ulink url="http://www.behringer.com/05_support/bc_download/bc_downloads.cfm">BCEdit</ulink>.
- This program will start up under Linux provided the correct version of Java
- is used. I've found that
- <ulink url="http://java.sun.com/j2se/1.5.0/download.jsp">JRE 5.0 Update
- 2</ulink> starts up correctly, but earlier versions of 5.0 will not.
- <ulink url="http://behringer-en.custhelp.com/cgi-bin/behringer_en.cfg/php/enduser/std_alp.php?sm=2">The
- Behringer support page</ulink> says that the "editor software was
- originally developed under J2SE-1_4_2_05". I tested it with J2RE1.4.2_08
- and BCEdit started, but was unable to see the BCF when the "Scan" button
- was pressed. Running under JRE_1.5.0_02, pressing the "Scan" button found
- the BCF, and I was able to load presets from the BCF to BCEdit, but when I
- simply renamed the preset and tried to write it back to the BCF, I got a
- Timeout Error while sending "$rev F1" in the application.
- </para>
-
- <para>
- At this point, I don't consider <application>BCEdit</application> to be
- fully usable under Linux yet.
- </para>
- </section>
+ <para>
+ There will be a quick left-to-right flash of the encoder LEDs along
+ the top of the BCF, followed by the display circling around until
+ the data is loaded. It will then display the preset number again.
+ </para>
+
+ <para>
+ The preset is now loaded with the settings from the file. They are
+ only active as long as the preset is not changed. If you go to
+ another preset and back to the one you loaded, all the changes will
+ have disappeared. To save the settings,
+ </para>
+ <orderedlist>
+ <listitem>
+ <para>
+ Press the STORE button. Its LED will start to flash.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Select a different preset number if you wish with the left and
+ right PRESET buttons.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Press STORE again to write the settings to an empty preset. If
+ you want to overwrite an existing preset, press STORE twice. You
+ can cancel the store at any time by pressing EXIT.
+ </para>
+ </listitem>
+ </orderedlist>
+ </section>
+ </section>
+
+ <section id="bcf2000-bcedit">
+ <title> Using BCEdit </title>
+ <para>
+ The tool provided by Behringer to manage presets and other things on
+ the BCF is the Java program
+ <ulink url="http://www.behringer.com/05_support/bc_download/bc_downloads.cfm">BCEdit</ulink>.
+ This program will start up under Linux provided the correct version of
+ Java is used. I've found that
+ <ulink url="http://java.sun.com/j2se/1.5.0/download.jsp">JRE 5.0
+ Update 2</ulink> starts up correctly, but earlier versions of 5.0 will
+ not.
+ <ulink url="http://behringer-en.custhelp.com/cgi-bin/behringer_en.cfg/php/enduser/std_alp.php?sm=2">The
+ Behringer support page</ulink> says that the "editor software was
+ originally developed under J2SE-1_4_2_05". I tested it with
+ J2RE1.4.2_08 and BCEdit started, but was unable to see the BCF when
+ the "Scan" button was pressed. Running under JRE_1.5.0_02, pressing
+ the "Scan" button found the BCF, and I was able to load presets from
+ the BCF to BCEdit, but when I simply renamed the preset and tried to
+ write it back to the BCF, I got a Timeout Error while sending "$rev
+ F1" in the application.
+ </para>
+
+ <para>
+ At this point, I don't consider <application>BCEdit</application> to
+ be fully usable under Linux yet.
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/behringer_ddx3216.xml b/manual/xml/behringer_ddx3216.xml
index 4632221d1c..697498f9a5 100644
--- a/manual/xml/behringer_ddx3216.xml
+++ b/manual/xml/behringer_ddx3216.xml
@@ -5,113 +5,120 @@
]>
<section id="sn-behringer-ddx3216">
- <title>Behringer DDX3216</title>
- <para>
- The Behringer DDX3216 isn't actually a dedicated control surface, it is a
- digital mixer. However it does have the capability to control ardour using
- it's faders and the pan pots, through it's midi I/O. Unfortunately for some
- bizzare reason, the protocol for mute toggling changes on the Behringer and
- is not compatible with ardour. Most commonly you would setup ardour so the
- mixer and panning was reflected by the Behringer, however you can control
- other elements of ardour such as plugin controls/automation. This can
- potentially save a lot of time given you can control a lot more than just
- one level at a time, as opposed to one when using a mouse. The DDX3216 can
- also receive MTC (MIDI Time Code) from ardour and control ardours transport
- via MMC (Midi Machine Control), making it a very useful go between for any
- other external devices that can also receive MTC. On top of that, any other
- software synced to JACK will be controlled via the DDX3216 as well!
- </para>
+ <title>Behringer DDX3216</title>
+ <para>
+ The Behringer DDX3216 isn't actually a dedicated control surface, it is
+ a digital mixer. However it does have the capability to control ardour
+ using it's faders and the pan pots, through it's midi I/O. Unfortunately
+ for some bizzare reason, the protocol for mute toggling changes on the
+ Behringer and is not compatible with ardour. Most commonly you would
+ setup ardour so the mixer and panning was reflected by the Behringer,
+ however you can control other elements of ardour such as plugin
+ controls/automation. This can potentially save a lot of time given you
+ can control a lot more than just one level at a time, as opposed to one
+ when using a mouse. The DDX3216 can also receive MTC (MIDI Time Code)
+ from ardour and control ardours transport via MMC (Midi Machine
+ Control), making it a very useful go between for any other external
+ devices that can also receive MTC. On top of that, any other software
+ synced to JACK will be controlled via the DDX3216 as well!
+ </para>
- <para>
- The setup is quite simple as follows:
- </para>
- <orderedlist>
- <listitem>
- <para>
- On the DDX3216 select the MMC/MIDI button. Press the Previous/Next buttons
- to move to the RX/TX page. Make sure that you have both RX and TX selected
- for 'Control Change', and TX selected for 'Machine Control'. Under the
- menu 'RX/TX Only', make sure Fader and Pan is selected.
- </para>
- </listitem>
- <listitem>
- <para>
- To receive MTC do the following. Press the Previous button to get to the
- Setup page. Select MTC as your source. Make sure the receive channel is
- set to OMNI so it will listen on all channels, and the MMC device is set
- to 7F (all). Save a new Preset on the DDX3216, something like MMC/MTC.
- </para>
- </listitem>
- <listitem>
- <para>
- Connect your midi in and out cables to your sound card, and to the
- Behringer DDX3216. Start <application>qjackctl</application>, and then
- start ardour. In qjackctl go to the connections dialog, and select the
- <guilabel>midi</guilabel> tab. Select the Midi output on the left window
- and the ardour input on the right window, and press connect. Select the
- ardour output on the left window and the midi input on the right window,
- and press connect.
- </para>
- </listitem>
- <listitem>
- <para>
- I suggest making a template in ardour so you don't have to do these
- following steps each time. Load a new session with your desired amount of
- tracks (I used 16). Go to menu <menuchoice> <guimenu>Windows</guimenu>
- <guisubmenu>Options Editor</guisubmenu> </menuchoice> and select the
- <guilabel>MIDI</guilabel> tab. Select all the options and make sure the
- midi port you have connected to in qjackctl is 'online'.
- </para>
- </listitem>
- <listitem>
- <para>
- Open the mixer window
- (<keycombo><keycap>Alt</keycap><keycap>M</keycap></keycombo>) and then
- hold down <keycap>Ctrl</keycap> and click the middle button of your mouse,
- on the fader control for track 1. A dialog will appear over the fader
- asking you to <literal>operate MIDI control now</literal>. Move the fader
- on the Behringer that you want to control track 1 ardour fader - and
- whalla! I use fader 17 (fader 1 in page 2) as it isn't used for analog
- inputs and saves confusion. Now do the same thing for the panning, ctrl
- and middle click on the pan control in ardour, and move the pan pot on the
- DDX3216. Repeat the Step for as many tracks as you have. Then save the
- template as 'MIDI controlled' or something similar. Next time you create a
- session, select this template from the drop down list and you are ready to
- cruise.
- </para>
- <para>
- Remember you can assign the DDX3216 pan pots or even faders if you want,
- to the plugin controls, send levels, inserts etc etc.
- </para>
- </listitem>
- <listitem>
- <para>
- You can also operate the ardour transport and have ardour transmit MTC
- back to your DDX3216 (it is only capable of receiving timecode, not
- transmitting it). Go to the ardour menu
- <menuchoice><guimenu>Windows</guimenu><guisubmenu>Option
- Editor</guisubmenu></menuchoice> and the <guilabel>Sync</guilabel> Tab.
- Set <guimenuitem>Positional Sync</guimenuitem> to Sync with Jack. Select
- <guimenuitem>Send MTC</guimenuitem> and <guimenuitem>Jack time
- master</guimenuitem>. Set your SMPTE to the appropriate frame rate for
- your region (PAL - 25 frames, NTSC 30 frames/drop frames). On the DDX3216
- in the MMC/MIDI screen, select the <guilabel>Machine Control</guilabel>
- Tab and you can now press play and watch ardour begin playback, and the
- time code start rolling! Of course if you have
- hydrogen/rosegarden/muse/whatever also running, then they will begin with
- ardour as well.
- </para>
- </listitem>
- </orderedlist>
- <note>
- <para>
- With ardour set to sync with JACK you cannot rewind from the transport
- control, because JACK does not support global varispeed. If you are just
- working with ardour and nothing else, then you can change the Sync option
- to internal. You also will want to enable the -12dB gain reduction for
- ff/rew in the <guilabel>Misc</guilabel> tab for sanity reasons.
- </para>
- </note>
+ <para>
+ The setup is quite simple as follows:
+ </para>
+ <orderedlist>
+ <listitem>
+ <para>
+ On the DDX3216 select the MMC/MIDI button. Press the Previous/Next
+ buttons to move to the RX/TX page. Make sure that you have both RX
+ and TX selected for 'Control Change', and TX selected for 'Machine
+ Control'. Under the menu 'RX/TX Only', make sure Fader and Pan is
+ selected.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ To receive MTC do the following. Press the Previous button to get to
+ the Setup page. Select MTC as your source. Make sure the receive
+ channel is set to OMNI so it will listen on all channels, and the
+ MMC device is set to 7F (all). Save a new Preset on the DDX3216,
+ something like MMC/MTC.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Connect your midi in and out cables to your sound card, and to the
+ Behringer DDX3216. Start <application>qjackctl</application>, and
+ then start ardour. In qjackctl go to the connections dialog, and
+ select the <guilabel>midi</guilabel> tab. Select the Midi output on
+ the left window and the ardour input on the right window, and press
+ connect. Select the ardour output on the left window and the midi
+ input on the right window, and press connect.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ I suggest making a template in ardour so you don't have to do these
+ following steps each time. Load a new session with your desired
+ amount of tracks (I used 16). Go to menu <menuchoice>
+ <guimenu>Windows</guimenu> <guisubmenu>Options Editor</guisubmenu>
+ </menuchoice> and select the <guilabel>MIDI</guilabel> tab. Select
+ all the options and make sure the midi port you have connected to in
+ qjackctl is 'online'.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Open the mixer window
+ (<keycombo><keycap>Alt</keycap><keycap>M</keycap></keycombo>) and
+ then hold down <keycap>Ctrl</keycap> and click the middle button of
+ your mouse, on the fader control for track 1. A dialog will appear
+ over the fader asking you to <literal>operate MIDI control
+ now</literal>. Move the fader on the Behringer that you want to
+ control track 1 ardour fader - and whalla! I use fader 17 (fader 1
+ in page 2) as it isn't used for analog inputs and saves confusion.
+ Now do the same thing for the panning, ctrl and middle click on the
+ pan control in ardour, and move the pan pot on the DDX3216. Repeat
+ the Step for as many tracks as you have. Then save the template as
+ 'MIDI controlled' or something similar. Next time you create a
+ session, select this template from the drop down list and you are
+ ready to cruise.
+ </para>
+
+ <para>
+ Remember you can assign the DDX3216 pan pots or even faders if you
+ want, to the plugin controls, send levels, inserts etc etc.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ You can also operate the ardour transport and have ardour transmit
+ MTC back to your DDX3216 (it is only capable of receiving timecode,
+ not transmitting it). Go to the ardour menu
+ <menuchoice><guimenu>Windows</guimenu><guisubmenu>Option
+ Editor</guisubmenu></menuchoice> and the <guilabel>Sync</guilabel>
+ Tab. Set <guimenuitem>Positional Sync</guimenuitem> to Sync with
+ Jack. Select <guimenuitem>Send MTC</guimenuitem> and
+ <guimenuitem>Jack time master</guimenuitem>. Set your SMPTE to the
+ appropriate frame rate for your region (PAL - 25 frames, NTSC 30
+ frames/drop frames). On the DDX3216 in the MMC/MIDI screen, select
+ the <guilabel>Machine Control</guilabel> Tab and you can now press
+ play and watch ardour begin playback, and the time code start
+ rolling! Of course if you have hydrogen/rosegarden/muse/whatever
+ also running, then they will begin with ardour as well.
+ </para>
+ </listitem>
+ </orderedlist>
+ <note>
+ <para>
+ With ardour set to sync with JACK you cannot rewind from the transport
+ control, because JACK does not support global varispeed. If you are
+ just working with ardour and nothing else, then you can change the
+ Sync option to internal. You also will want to enable the -12dB gain
+ reduction for ff/rew in the <guilabel>Misc</guilabel> tab for sanity
+ reasons.
+ </para>
+ </note>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/book_info.xml b/manual/xml/book_info.xml
index 263726be3c..7684bae0a3 100644
--- a/manual/xml/book_info.xml
+++ b/manual/xml/book_info.xml
@@ -1,4 +1,5 @@
<?xml version='1.0'?>
+
<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
<!ENTITY BOOKNAME "Ardour Reference Guide">
@@ -8,45 +9,38 @@
<!ENTITY BUG-NUM "000001"> <!-- use this only while in draft stage -->
]>
-<bookinfo>
- <title>Ardour Manual</title>
- <issuenum>1.0</issuenum>
- <productnumber>2.0</productnumber>
- <abstract>
- <para>
- This is the manual for Ardour, a digital audio workstation for Linux
- and MacOSX. This manual is jointly created and edited by the Ardour
- community. It may be published in paper format at some time in the
- future.
- </para>
- </abstract>
-
- <isbn>
+<bookinfo>
+ <title>Ardour Manual</title>
+ <issuenum>1.0</issuenum>
+ <productnumber>2.0</productnumber>
+ <abstract>
+ <para>
+ This is the manual for Ardour, a digital audio workstation for Linux
+ and MacOSX. This manual is jointly created and edited by the Ardour
+ community. It may be published in paper format at some time in the
+ future.
+ </para>
+ </abstract>
+ <isbn>
N/A
</isbn>
-
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/ardourlogo.png"/>
- </imageobject>
- </mediaobject>
-
- <publisher>
- <publishername>
- <inlinemediaobject>
- <imageobject>
- <imagedata fileref="images/ardour-title.png" />
- </imageobject>
- </inlinemediaobject>
- </publishername>
- </publisher>
-
- <copyright>
- <year>2007</year>
- <holder>Ardour Foundation</holder>
- </copyright>
-
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/ardourlogo.png"/>
+ </imageobject>
+ </mediaobject>
+ <publisher>
+ <publishername>
+ <inlinemediaobject>
+ <imageobject>
+ <imagedata fileref="images/ardour-title.png" />
+ </imageobject>
+ </inlinemediaobject>
+ </publishername>
+ </publisher>
+ <copyright>
+ <year>2007</year>
+ <holder>Ardour Foundation</holder>
+ </copyright>
</bookinfo>
-
-
diff --git a/manual/xml/cleaning_up_a_session.xml b/manual/xml/cleaning_up_a_session.xml
index 8b0077137f..9a5e3d9bc9 100644
--- a/manual/xml/cleaning_up_a_session.xml
+++ b/manual/xml/cleaning_up_a_session.xml
@@ -1,45 +1,43 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-cleaning-up-a-session">
+ <title>Cleaning up a Session</title>
+ <para>
+ placeholder text: needs editing and references to menu items
+ </para>
+
+ <para>
+ Cleanup looks for audio files that were recorded by ardour for this
+ session, but are no longer in use. "In use" means "present in any
+ playlist in any snapshot of the session". If you have unused playlists
+ (e.g. alternate takes) cleanup will volunteer to delete them for you.
+ then it will search all snapshots (including the one you are working
+ with), and move all unused captured audio files into the "dead_sounds"
+ directory within the session. At this point, you could still potentially
+ get material that was "cleaned up" back, though its quite tricky to do.
+ </para>
- <title>Cleaning up a Session</title>
-
- <para>
- placeholder text: needs editing and references to menu items
- </para>
-
- <para> Cleanup looks for audio files that were recorded by ardour for this
- session, but are no longer in use. "In use" means "present in any
- playlist in any snapshot of the session". If you have unused playlists
- (e.g. alternate takes) cleanup will volunteer to delete them for you.
- then it will search all snapshots (including the one you are working
- with), and move all unused captured audio files into the "dead_sounds"
- directory within the session. At this point, you could still
- potentially get material that was "cleaned up" back, though its quite
- tricky to do.
- </para>
-
- <para>
- It is advisable, even <emphasis>firmly recommended</emphasis> that after this cleanup
- step, you save the session, exit ardour and restart. This will enable
- you to confirm that the session still works as expected. If all goes
- well (and it should), you can then do the 2nd phase cleanup, which will
- remove the files from the <filename>dead_sounds</filename> directory (at which point,
- the material is not recoverable without backups on your part).
- </para>
-
- <para>
- Note that the presence of snapshots can cause user confusion, as in
- "why didn’t cleanup do anything?" The answer is frequently that there
- are all capture audio files are in use in this snapshot or in others.
- </para>
+ <para>
+ It is advisable, even <emphasis>firmly recommended</emphasis> that after
+ this cleanup step, you save the session, exit ardour and restart. This
+ will enable you to confirm that the session still works as expected. If
+ all goes well (and it should), you can then do the 2nd phase cleanup,
+ which will remove the files from the <filename>dead_sounds</filename>
+ directory (at which point, the material is not recoverable without
+ backups on your part).
+ </para>
- <!--
+ <para>
+ Note that the presence of snapshots can cause user confusion, as in "why
+ didn’t cleanup do anything?" The answer is frequently that there are
+ all capture audio files are in use in this snapshot or in others.
+ </para>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/clocks.xml b/manual/xml/clocks.xml
index e1321a6a56..aa3ba8fd6b 100644
--- a/manual/xml/clocks.xml
+++ b/manual/xml/clocks.xml
@@ -5,91 +5,99 @@
]>
<section id="sn-clocks">
- <title>Clocks</title>
- <para>
- There are several clock displays in the user interface for Ardour:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- Primary transport clock
- </para>
- </listitem>
- <listitem>
- <para>
- Secondary transport clock
- </para>
- </listitem>
- <listitem>
- <para>
- Nudge clock
- </para>
- </listitem>
- <listitem>
- <para>
- Region position and length clocks
- </para>
- </listitem>
- <listitem>
- <para>
- SMPTE offset clock
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- and more. All of these clocks provide the same operations and can be used in
- the same way.
- </para>
-
- <section id="clock-operations">
- <title>Clock Operations</title>
- <section id="changing-clock-mode">
- <title> Changing Clock Mode </title>
- <para>
- All clocks can be used in any one of 5 modes:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- SMPTE time
- </para>
- </listitem>
- <listitem>
- <para>
- BBT time
- </para>
- </listitem>
- <listitem>
- <para>
- Audio frames
- </para>
- </listitem>
- <listitem>
- <para>
- Minutes:Seconds
- </para>
- </listitem>
- <listitem>
- <para>
- Off
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- To change clock modes, simply ContextClick on the clock, and select the
- desired mode from the popup menu.
- </para>
- </section>
-
- <section id="editing-clock-values">
- <title> Editing Clock Values </title>
- <para></para>
- </section>
- </section>
+ <title>Clocks</title>
+ <para>
+ There are several clock displays in the user interface for Ardour:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ Primary transport clock
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Secondary transport clock
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Nudge clock
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Region position and length clocks
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ SMPTE offset clock
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ and more. All of these clocks provide the same operations and can be
+ used in the same way.
+ </para>
+
+ <section id="clock-operations">
+ <title>Clock Operations</title>
+ <section id="changing-clock-mode">
+ <title> Changing Clock Mode </title>
+ <para>
+ All clocks can be used in any one of 5 modes:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ SMPTE time
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ BBT time
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Audio frames
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Minutes:Seconds
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Off
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ To change clock modes, simply ContextClick on the clock, and select
+ the desired mode from the popup menu.
+ </para>
+ </section>
+
+ <section id="editing-clock-values">
+ <title> Editing Clock Values </title>
+ <para></para>
+ </section>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/closing_a_session.xml b/manual/xml/closing_a_session.xml
index 73cf9fa8d2..4a1449761c 100644
--- a/manual/xml/closing_a_session.xml
+++ b/manual/xml/closing_a_session.xml
@@ -1,96 +1,85 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-closing-a-session">
+ <title>Closing a Session</title>
+ <para>
+ Ardour only allows you to work on one session at a time (although your
+ computer may be able to run multiple instances of Ardour at one time).
+ This means that to work on a different session than the current one, you
+ will be forced to close the current session. You can either
+ </para>
- <title>Closing a Session</title>
-
- <para>
- Ardour only allows you to work on one session at a time (although
- your computer may be able to run multiple instances of Ardour at one
- time). This means that to work on a different session than the current
- one, you will be forced to close the current session. You can either
- </para>
+ <itemizedlist>
+ <listitem>
+ <para>
+ <menuchoice> <guimenu>Session</guimenu>
+ <guisubmenu>Close</guisubmenu> </menuchoice> will close the current
+ session.
+ </para>
+ </listitem>
- <itemizedlist>
- <listitem>
- <para>
- <menuchoice>
- <guimenu>Session</guimenu>
- <guisubmenu>Close</guisubmenu>
- </menuchoice>
- will close the current session.
- </para>
- </listitem>
- <listitem>
- <para>
- <menuchoice>
- <guimenu>Session</guimenu>
- <guisubmenu>Open</guisubmenu>
- </menuchoice>
- will prompt you for the name of a session to work on, and will then close the current session.
- </para>
- </listitem>
- <listitem>
- <para>
- <menuchoice>
- <guimenu>Session</guimenu>
- <guisubmenu>New</guisubmenu>
- </menuchoice>
- will open the New Session dialog
- to collect configuration information for the new session, and will then
- close the current session.
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- Whenever a session is closed but has been modified since last saved,
- the Save dialog will appear.
- </para>
-
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/save_session_dialog.png"/>
- </imageobject>
- </mediaobject>
-
- <para>
- You have three options when this dialog appears:
- </para>
+ <listitem>
+ <para>
+ <menuchoice> <guimenu>Session</guimenu>
+ <guisubmenu>Open</guisubmenu> </menuchoice> will prompt you for the
+ name of a session to work on, and will then close the current
+ session.
+ </para>
+ </listitem>
- <orderedlist>
- <listitem>
- <para>
- Save the session before closing it
- </para>
- </listitem>
- <listitem>
- <para>
- Close the session without saving it
- </para>
- </listitem>
- <listitem>
- <para>
- Do not close the session
- </para>
- </listitem>
- </orderedlist>
+ <listitem>
+ <para>
+ <menuchoice> <guimenu>Session</guimenu> <guisubmenu>New</guisubmenu>
+ </menuchoice> will open the New Session dialog to collect
+ configuration information for the new session, and will then close
+ the current session.
+ </para>
+ </listitem>
+ </itemizedlist>
- <note>
- <para>
- If you choose the final option, whatever operation initiated the
- closing of the session will be stopped. For example, if you were
- loading a new session while working on an existing one, no new session
- will be loaded.
- </para>
- </note>
-
- <!--
+ <para>
+ Whenever a session is closed but has been modified since last saved, the
+ Save dialog will appear.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/save_session_dialog.png"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ You have three options when this dialog appears:
+ </para>
+ <orderedlist>
+ <listitem>
+ <para>
+ Save the session before closing it
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Close the session without saving it
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Do not close the session
+ </para>
+ </listitem>
+ </orderedlist>
+ <note>
+ <para>
+ If you choose the final option, whatever operation initiated the
+ closing of the session will be stopped. For example, if you were
+ loading a new session while working on an existing one, no new session
+ will be loaded.
+ </para>
+ </note>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/configuring_usb_device_access.xml b/manual/xml/configuring_usb_device_access.xml
index 6bfbd5d22c..88781b018b 100644
--- a/manual/xml/configuring_usb_device_access.xml
+++ b/manual/xml/configuring_usb_device_access.xml
@@ -5,34 +5,35 @@
]>
<section id="sn-configuring-usb-device-access">
- <title>Configuring USB device access (Linux only)</title>
- <para>
- Linux is by default a multi-user system, so it has to have a policy to
- determine who can access various devices. This includes those that can be
- plugged into to a USB port.
- </para>
+ <title>Configuring USB device access (Linux only)</title>
+ <para>
+ Linux is by default a multi-user system, so it has to have a policy to
+ determine who can access various devices. This includes those that can
+ be plugged into to a USB port.
+ </para>
- <para>
- For devices known to the operating system (which these days includes most
- digital cameras, scanners, MIDI interfaces etc.), a logged-in user will be
- granted access automatically. However, for devices that the OS doesn't
- recognize (even if there is software on it that can use it), this is not the
- case. It is possible to configure Linux to reverse this policy and grant all
- users access to all devices, but this is not recommended for security
- reasons.
- </para>
+ <para>
+ For devices known to the operating system (which these days includes
+ most digital cameras, scanners, MIDI interfaces etc.), a logged-in user
+ will be granted access automatically. However, for devices that the OS
+ doesn't recognize (even if there is software on it that can use it),
+ this is not the case. It is possible to configure Linux to reverse this
+ policy and grant all users access to all devices, but this is not
+ recommended for security reasons.
+ </para>
- <section id="usb-access-tranzport">
- <title>Configuring Access to a Frontier Design Tranzport</title>
- <para>
- Using the Tranzport on Linux requires a couple of extra steps to enable
- non-administrative users to access the device.
- </para>
+ <section id="usb-access-tranzport">
+ <title>Configuring Access to a Frontier Design Tranzport</title>
+ <para>
+ Using the Tranzport on Linux requires a couple of extra steps to
+ enable non-administrative users to access the device.
+ </para>
- <para>
- First, you need to login as the administrative user ("root"). Then put the
- following into a new file called <filename>/etc/hotplug/usb/tranzport</filename>
- </para>
+ <para>
+ First, you need to login as the administrative user ("root"). Then put
+ the following into a new file called
+ <filename>/etc/hotplug/usb/tranzport</filename>
+ </para>
<screen>
#!/bin/sh
@@ -41,26 +42,26 @@ if [ $ACTION = "add" ] &amp;&amp; [ -f $DEVICE ] ; then
fi
exit 0
</screen>
- <para>
- Then make sure that the file is executable by running
- </para>
+ <para>
+ Then make sure that the file is executable by running
+ </para>
<screen>
chmod +x /etc/hotplug/usb/tranzport
</screen>
- <para>
- Second, edit the file <filename>/etc/hotplug/usb.usermap</filename> by adding the following 2
- lines to the end of it (make sure that the 2nd line is not split across
- multiple lines, even though it is very long):
- </para>
+ <para>
+ Second, edit the file <filename>/etc/hotplug/usb.usermap</filename> by
+ adding the following 2 lines to the end of it (make sure that the 2nd
+ line is not split across multiple lines, even though it is very long):
+ </para>
<screen>
# Frontier Design Tranzport
tranzport 0x0000 0x165b 0x8101 0x0000 0x0000 0x00 0x00 0x00 0x00 0x00 0x00 0x00000000
</screen>
- <para>
- After doing these steps, the next time you plugin your Tranzport it will be
- accessible to you as a regular user.
- </para>
- </section>
+ <para>
+ After doing these steps, the next time you plugin your Tranzport it
+ will be accessible to you as a regular user.
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/contributing_to_the_manual.xml b/manual/xml/contributing_to_the_manual.xml
index 4c30463514..7a74f94365 100644
--- a/manual/xml/contributing_to_the_manual.xml
+++ b/manual/xml/contributing_to_the_manual.xml
@@ -1,19 +1,15 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE appendix PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
-<appendix id="ap-contributing-to-the-manual" label="A" status="ardour-draft">
-
- <title>Contributing to the Manual</title>
-
- <para>
- A paragraph
- </para>
-
- <!--
+<appendix id="ap-contributing-to-the-manual" label="A" status="ardour-draft"><title>Contributing to the Manual</title>
+ <para>
+ A paragraph
+ </para>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</appendix>
diff --git a/manual/xml/control_surfaces.xml b/manual/xml/control_surfaces.xml
index 9c6b29093b..3d9bdd2069 100644
--- a/manual/xml/control_surfaces.xml
+++ b/manual/xml/control_surfaces.xml
@@ -5,20 +5,21 @@
]>
<chapter id="ch-control-surfaces">
- <title>Using Control Surfaces</title>
- <para>
- You can use a variety of different control surfaces with Ardour. We
- anticipate full support for a new class of control surfaces (those using the
- Mackie Control protocol) by the mid-summer of 2006, possibly earlier.
- </para>
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <title>Using Control Surfaces</title>
+ <para>
+ You can use a variety of different control surfaces with Ardour. We
+ anticipate full support for a new class of control surfaces (those using
+ the Mackie Control protocol) by the mid-summer of 2006, possibly
+ earlier.
+ </para>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="behringer_ddx3216.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="bcf2000.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="frontier_design_tranzport.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="generic_midi_control_surface.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="configuring_usb_device_access.xml" />
</chapter>
diff --git a/manual/xml/creating_a_new_session.xml b/manual/xml/creating_a_new_session.xml
index 65d37d9475..d969f04d78 100644
--- a/manual/xml/creating_a_new_session.xml
+++ b/manual/xml/creating_a_new_session.xml
@@ -1,148 +1,138 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-creating-a-new-session">
+ <title>Creating a new Session</title>
+ <para>
+ The first step in starting a new project with Ardour is to create a new
+ session. When you do this, Ardour creates a new folder named after your
+ session, and stores differents kinds of files and subfolders within it.
+ The two most important subfolders are <filename>sounds</filename> which
+ contains all the audio recorded or imported for the session and
+ <filename>automation</filename> which contains automation data for
+ various parts of the session.
+ </para>
- <title>Creating a new Session</title>
-
- <para>
- The first step in starting a new project with Ardour is to create a
- new session. When you do this, Ardour creates a new folder named after
- your session, and stores differents kinds of files and subfolders
- within it. The two most important subfolders are
- <filename>sounds</filename> which contains all the audio recorded or
- imported for the session and <filename>automation</filename> which
- contains automation data for various parts of the session.
- </para>
-
- <para>
- When you start ardour without specifying an existing session, it
- automatically brings up the new session dialog. If you want to create a
- new session at other times, choose
- <menuchoice>
- <guimenu>Session</guimenu>
- <guisubmenu>New Session</guisubmenu>
- </menuchoice>.
- </para>
-
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/session_control.png"/>
- </imageobject>
- </mediaobject>
-
- <para>
- Enter a name for the new session. You can use any characters you
- like as part of the name, but you should know that more or less
- anything other than alphabetic and numeric characters will be converted
- to underscores to form the name of the session folder.
- </para>
-
- <para>
- Next, choose where you want to store the new session folder. If its
- not in your current working folder, click on the browse button to
- expand the file selector, and then navigate to your desired location.
- </para>
-
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/new_session_select_directory.png"/>
- </imageobject>
- </mediaobject>
+ <para>
+ When you start ardour without specifying an existing session, it
+ automatically brings up the new session dialog. If you want to create a
+ new session at other times, choose <menuchoice>
+ <guimenu>Session</guimenu> <guisubmenu>New Session</guisubmenu>
+ </menuchoice>.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/session_control.png"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ Enter a name for the new session. You can use any characters you like as
+ part of the name, but you should know that more or less anything other
+ than alphabetic and numeric characters will be converted to underscores
+ to form the name of the session folder.
+ </para>
- <section id="new-session-io">
+ <para>
+ Next, choose where you want to store the new session folder. If its not
+ in your current working folder, click on the browse button to expand the
+ file selector, and then navigate to your desired location.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/new_session_select_directory.png"/>
+ </imageobject>
+ </mediaobject>
+ <section id="new-session-io">
+ <title>Input and Output Configuration</title>
+ <para>
+ Next, configure the basic IO setup for the session. You have several
+ choices here, and doing nothing is one of them. This will give you a
+ session that includes:
+ </para>
- <title>Input and Output Configuration</title>
-
- <para>
- Next, configure the basic IO setup for the session. You have
- several choices here, and doing nothing is one of them. This will give
- you a session that includes:
- </para>
+ <itemizedlist>
+ <listitem>
+ <para>
+ a stereo master bus with its outputs connected to the first two
+ outputs of your audio interface
+ </para>
+ </listitem>
- <itemizedlist>
+ <listitem>
+ <para>
+ all new track will have their outputs sent to the master bus
+ </para>
+ </listitem>
- <listitem>
- <para>
- a stereo master bus with its outputs connected to the first two outputs of
- your audio interface
- </para>
- </listitem>
- <listitem>
- <para>
- all new track will have their outputs sent to the master bus
- </para>
- </listitem>
- <listitem>
- <para>
- all new track inputs will be connected to Ardour’s best guess at the relevant
- input of your audio interface.
- </para>
- </listitem>
+ <listitem>
+ <para>
+ all new track inputs will be connected to Ardour’s best guess at
+ the relevant input of your audio interface.
+ </para>
+ </listitem>
+ </itemizedlist>
- </itemizedlist>
-
- <para>
- However, if you want more control over this, click on the expander next to
- <guilabel>Advanced options</guilabel> label to show the full set of options:
- </para>
-
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/new_session_advanced_tab.png"/>
- </imageobject>
- </mediaobject>
+ <para>
+ However, if you want more control over this, click on the expander
+ next to <guilabel>Advanced options</guilabel> label to show the full
+ set of options:
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/new_session_advanced_tab.png"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ There are two options available for track input configuration:
+ autoconnect or manual. If you select autoconnect (the default) then
+ new tracks will be connected to an input of your audio interface. If
+ you select manual, it will be up to you to configure the input for
+ each track.
+ </para>
- <para>
- There are two options available for track input configuration:
- autoconnect or manual. If you select autoconnect (the default) then new
- tracks will be connected to an input of your audio interface. If you
- select manual, it will be up to you to configure the input for each
- track.
- </para>
+ <para>
+ For output, the first two choices are whether to have control and
+ master outs. Most DAWs assume the presence of master outs, and few (if
+ any) offer control outs.
+ </para>
- <para>
- For output, the first two choices are whether to have control and
- master outs. Most DAWs assume the presence of master outs, and few (if
- any) offer control outs.
- </para>
-
- <section id="new-session-master-outs">
- <title>Master Outputs</title>
- <para>
- A Master out is a bus to which all (or most) tracks and other
- busses send their output. It provides a convenient single point of
- control for the output of ardour, and is a typical location for global
- effects. Because of this, using master outs is enabled by default, and
- the master out bus is setup to be stereo (2 inputs, 2 outputs).
- However, if you are feeding Ardour’s output through a hardware mixing
- console, you may not want master outs. In such cases, disable them by
- clicking on the radio button next to “Use master outs”. Alternatively,
- you may want some other channel configuration for the master output
- (for example, 8 channel surround sound). Select this by using the
- clickbox (see clickboxes) next to the radio button.
- </para>
- </section>
+ <section id="new-session-master-outs">
+ <title>Master Outputs</title>
+ <para>
+ A Master out is a bus to which all (or most) tracks and other busses
+ send their output. It provides a convenient single point of control
+ for the output of ardour, and is a typical location for global
+ effects. Because of this, using master outs is enabled by default,
+ and the master out bus is setup to be stereo (2 inputs, 2 outputs).
+ However, if you are feeding Ardour’s output through a hardware
+ mixing console, you may not want master outs. In such cases, disable
+ them by clicking on the radio button next to “Use master outs”.
+ Alternatively, you may want some other channel configuration for the
+ master output (for example, 8 channel surround sound). Select this
+ by using the clickbox (see clickboxes) next to the radio button.
+ </para>
+ </section>
- <section id="new-session-control-outs">
- <title>Control Outputs</title>
- <para>
- Control outs are unusual for DAWs, but because Ardour is designed
- to be as flexible as possible, and in particular is intended to be
- useful as a live mixer, they are included here. Using control outs
- provides you with a dedicated bus to which all tracks have an
- additional output connection. As well as feeding their regular outputs,
- they send data to the control outs as well. In an unadjusted session,
- this means that the control outs carry the same signal as the master
- outs. However, once you start soloing tracks, the control outs will
- carry only soloed tracks while the master outs continue to carry the
- entire mix. A typical use of control outs is when doing live stage
- work. The mix engineer will be listening to the control outs, and can
- therefore solo tracks without affecting the signal being sent to the
- master outs (the main speakers).
- </para>
- </section>
- </section>
+ <section id="new-session-control-outs">
+ <title>Control Outputs</title>
+ <para>
+ Control outs are unusual for DAWs, but because Ardour is designed to
+ be as flexible as possible, and in particular is intended to be
+ useful as a live mixer, they are included here. Using control outs
+ provides you with a dedicated bus to which all tracks have an
+ additional output connection. As well as feeding their regular
+ outputs, they send data to the control outs as well. In an
+ unadjusted session, this means that the control outs carry the same
+ signal as the master outs. However, once you start soloing tracks,
+ the control outs will carry only soloed tracks while the master outs
+ continue to carry the entire mix. A typical use of control outs is
+ when doing live stage work. The mix engineer will be listening to
+ the control outs, and can therefore solo tracks without affecting
+ the signal being sent to the master outs (the main speakers).
+ </para>
+ </section>
+ </section>
</section>
diff --git a/manual/xml/default_track_names.xml b/manual/xml/default_track_names.xml
index cad4345ca9..e16d152e4b 100644
--- a/manual/xml/default_track_names.xml
+++ b/manual/xml/default_track_names.xml
@@ -5,18 +5,18 @@
]>
<section id="default-track-names">
- <title>Default Track Names</title>
- <para>
- When a track is added to the session it is given a default name based on the
- Track type. For example, the first audio track that is added to the session
- will be given the name <literal>Audio 1</literal> and the first bus will be
- called <literal>Bus 1</literal> and any subsequently added tracks will be
- consecutively numbered.
- </para>
+ <title>Default Track Names</title>
+ <para>
+ When a track is added to the session it is given a default name based on
+ the Track type. For example, the first audio track that is added to the
+ session will be given the name <literal>Audio 1</literal> and the first
+ bus will be called <literal>Bus 1</literal> and any subsequently added
+ tracks will be consecutively numbered.
+ </para>
- <para>
- Track names determine the names of the files created when recording to a
- track so it is suggested that meaningful names are given to tracks, see
- <xref linkend="renaming-tracks"/>
- </para>
+ <para>
+ Track names determine the names of the files created when recording to a
+ track so it is suggested that meaningful names are given to tracks, see
+ <xref linkend="renaming-tracks"/>
+ </para>
</section>
diff --git a/manual/xml/editing_concepts.xml b/manual/xml/editing_concepts.xml
index 354ef8db95..c73bb00c2a 100644
--- a/manual/xml/editing_concepts.xml
+++ b/manual/xml/editing_concepts.xml
@@ -5,321 +5,335 @@
]>
<section id="sn-editing-concepts">
- <title>Editing Concepts</title>
- <para>
- In Ardour, "editing" describes the process of
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- making modifications to playlists. Recall that
- <glossterm linkend="gt-playlist">playlists</glossterm> are nothing more
- than lists of <glossterm linkend="gt-region">regions</glossterm> arranged
- over time.
- </para>
- </listitem>
- <listitem>
- <para>
- recording/modifying automation data
- </para>
- </listitem>
- </itemizedlist>
-
- <section id="editing-cut-copy-paste">
- <title> Cut/Copy/Paste </title>
- <para></para>
- </section>
-
- <section id="sn-snap-settings">
- <title>Snap Settings</title>
- <para>
- By default, when you move objects around, they move freely. There
- <emphasis>is</emphasis> a "granularity" to the motion, but it is a single
- audio frame (so typically on the order of 1/48000'th or 1/96000'th of a
- second), and at most zoom levels it will not be apparent in any way.
- </para>
-
- <para>
- However, this is not always the way you want to move some kinds of objects.
- If you are working with structured compositions that utilize traditional
- concepts of bars, beats, rythmn and so forth, you will often want to move
- regions so that that they always align to specific periodic time points
- that correspond to the start of a bar, or a beat etc. If you are working on
- a movie soundtrack, you may prefer to have regions always align to SMPTE
- frames, or perhaps even to whole seconds.
- </para>
-
- <para>
- Ardour provides a wide variety of "snap" settings. If any but "None" is
- selected, they define a grid of timepoints which will be used to "snap"
- object positions as they are dragged. The grid can be regular (as is the
- case if you choose "Beats", for example), or it can be completely irregular
- (if you choose "Marks", for example). It can even consist of a
- <emphasis>single</emphasis> timepoint (if you choose "Edit cursor", for
- example).
- </para>
-
- <variablelist>
- <title> Possible Snap Settings </title>
- <varlistentry>
- <term><guilabel>None</guilabel></term>
- <listitem>
- <para>
- no alignment used at all
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> CD Frames</guilabel></term>
- <listitem>
- <para>
- align to 1/75th of a second intervals, as defined by the "Redbook" Audio
- CD standards
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> SMPTE Frames</guilabel></term>
- <listitem>
- <para>
- align to whatever the current SMPTE frame interval is (defined in the
- options editor)
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> SMPTE Seconds</guilabel></term>
- <listitem>
- <para>
- align to whole seconds, adjusted to account for any SMPTE start offset
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> SMPTE Minutes</guilabel></term>
- <listitem>
- <para>
- align to whole minutes, adjust to account for any SMPTE start offset
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Seconds</guilabel></term>
- <listitem>
- <para>
- align to whole seconds
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Minutes</guilabel></term>
- <listitem>
- <para>
- align to whole minutes
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Beats/32</guilabel></term>
- <listitem>
- <para>
- align to 1/32 divisions of the beat
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Beats/16</guilabel></term>
- <listitem>
- <para>
- align to 1/16 divisions of the beat
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Beats/8</guilabel></term>
- <listitem>
- <para>
- align to 1/8 divisions of the beat
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Beats/4</guilabel></term>
- <listitem>
- <para>
- align to 1/4 divisions of the beat
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Beats/3</guilabel></term>
- <listitem>
- <para>
- align to 1/3 divisions of the beat
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Beats</guilabel></term>
- <listitem>
- <para>
- align to beats
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Bars</guilabel></term>
- <listitem>
- <para>
- align to the start of bars
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Marks</guilabel></term>
- <listitem>
- <para>
- align to the nearest mark of some kind
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Edit Cursor</guilabel></term>
- <listitem>
- <para>
- align to the current position of the edit cursor
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Region starts</guilabel></term>
- <listitem>
- <para>
- align to the nearest start of a region in the (first) selected track
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Region ends</guilabel></term>
- <listitem>
- <para>
- align to the nearest end of a region in the (first) selected track
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Region syncs</guilabel></term>
- <listitem>
- <para>
- align to the nearest region sync point in the (first) selected track
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel> Region bounds </guilabel></term>
- <listitem>
- <para>
- align to the nearest region start or end in the (first) selected track
- </para>
- </listitem>
- </varlistentry>
- </variablelist>
-
- <section id="changing-snap-settings">
- <title> To change snap settings </title>
- <para>
- Move the mouse pointer to the toolbar panel of the editor window. Click on
- the "expansion arrow" of the "Snap setting" chooser. This will popup a
- list of available snap settings. If necessary, scroll down to see your
- desired choice. Click on your choice in the list to dismiss it and make
- Ardour switch to the new setting.
- </para>
-
- <note>
- <para>
- Changing snap settings has <emphasis>no</emphasis> effect on the position
- of any existing region. Its effect is only on objects being moved.
- </para>
- </note>
- <tip>
- <para>
- The snap setting also affects moving the playhead, the edit cursor,
- loop/punch and location markers, and dragging/moving range selections.
- </para>
- </tip>
- </section>
-
- <section id="snap-mode">
- <title> Snap Mode </title>
- <para>
- There are two subtly different ways in which the snap setting can affect
- region motion:
- </para>
-
- <variablelist>
- <title></title>
- <varlistentry>
- <term>normal snap mode</term>
- <listitem>
- <para>
- regions can only be moved to positions defined by the snap setting. It
- is not possible to move them to intermediate positions.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term>magnetic snap mode</term>
- <listitem>
- <para>
- regions can still be moved to positions not defined by the setting, but
- they "stick" to the timepoints that are when dragged across them.
- Imagine that the timepoints and the regions are magnetic - or just try
- it and see.
- </para>
- </listitem>
- </varlistentry>
- </variablelist>
-
- <para>
- However, you can press the <emphasis>snap modifier</emphasis> key while
- dragging, and the snap setting will be ignored. By default, this is the
- key on your keyboard that generates <emphasis>Mod3</emphasis> , but you
- can modify this from the <emphasis>Options Editor</emphasis> keyboard tab.
- </para>
- </section>
-
- <section id="changing-snap-mode">
- <title> To change snap mode </title>
- <para>
- Move the mouse pointer to the toolbar panel of the editor window. Click on
- the "expansion arrow" of the "Snap mode" chooser. This will popup a list
- of available snap settings. If necessary, scroll down to see your desired
- choice. Click on your choice in the list to dismiss it and make Ardour
- switch to the new setting.
- </para>
- </section>
- </section>
+ <title>Editing Concepts</title>
+ <para>
+ In Ardour, "editing" describes the process of
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ making modifications to playlists. Recall that
+ <glossterm linkend="gt-playlist">playlists</glossterm> are nothing
+ more than lists of
+ <glossterm linkend="gt-region">regions</glossterm> arranged over
+ time.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ recording/modifying automation data
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <section id="editing-cut-copy-paste">
+ <title> Cut/Copy/Paste </title>
+ <para></para>
+ </section>
+
+ <section id="sn-snap-settings">
+ <title>Snap Settings</title>
+ <para>
+ By default, when you move objects around, they move freely. There
+ <emphasis>is</emphasis> a "granularity" to the motion, but it is a
+ single audio frame (so typically on the order of 1/48000'th or
+ 1/96000'th of a second), and at most zoom levels it will not be
+ apparent in any way.
+ </para>
+
+ <para>
+ However, this is not always the way you want to move some kinds of
+ objects. If you are working with structured compositions that utilize
+ traditional concepts of bars, beats, rythmn and so forth, you will
+ often want to move regions so that that they always align to specific
+ periodic time points that correspond to the start of a bar, or a beat
+ etc. If you are working on a movie soundtrack, you may prefer to have
+ regions always align to SMPTE frames, or perhaps even to whole
+ seconds.
+ </para>
+
+ <para>
+ Ardour provides a wide variety of "snap" settings. If any but "None"
+ is selected, they define a grid of timepoints which will be used to
+ "snap" object positions as they are dragged. The grid can be regular
+ (as is the case if you choose "Beats", for example), or it can be
+ completely irregular (if you choose "Marks", for example). It can even
+ consist of a <emphasis>single</emphasis> timepoint (if you choose
+ "Edit cursor", for example).
+ </para>
+
+ <variablelist>
+ <title> Possible Snap Settings </title>
+ <varlistentry>
+ <term><guilabel>None</guilabel></term>
+ <listitem>
+ <para>
+ no alignment used at all
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> CD Frames</guilabel></term>
+ <listitem>
+ <para>
+ align to 1/75th of a second intervals, as defined by the
+ "Redbook" Audio CD standards
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> SMPTE Frames</guilabel></term>
+ <listitem>
+ <para>
+ align to whatever the current SMPTE frame interval is (defined
+ in the options editor)
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> SMPTE Seconds</guilabel></term>
+ <listitem>
+ <para>
+ align to whole seconds, adjusted to account for any SMPTE start
+ offset
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> SMPTE Minutes</guilabel></term>
+ <listitem>
+ <para>
+ align to whole minutes, adjust to account for any SMPTE start
+ offset
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Seconds</guilabel></term>
+ <listitem>
+ <para>
+ align to whole seconds
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Minutes</guilabel></term>
+ <listitem>
+ <para>
+ align to whole minutes
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Beats/32</guilabel></term>
+ <listitem>
+ <para>
+ align to 1/32 divisions of the beat
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Beats/16</guilabel></term>
+ <listitem>
+ <para>
+ align to 1/16 divisions of the beat
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Beats/8</guilabel></term>
+ <listitem>
+ <para>
+ align to 1/8 divisions of the beat
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Beats/4</guilabel></term>
+ <listitem>
+ <para>
+ align to 1/4 divisions of the beat
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Beats/3</guilabel></term>
+ <listitem>
+ <para>
+ align to 1/3 divisions of the beat
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Beats</guilabel></term>
+ <listitem>
+ <para>
+ align to beats
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Bars</guilabel></term>
+ <listitem>
+ <para>
+ align to the start of bars
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Marks</guilabel></term>
+ <listitem>
+ <para>
+ align to the nearest mark of some kind
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Edit Cursor</guilabel></term>
+ <listitem>
+ <para>
+ align to the current position of the edit cursor
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Region starts</guilabel></term>
+ <listitem>
+ <para>
+ align to the nearest start of a region in the (first) selected
+ track
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Region ends</guilabel></term>
+ <listitem>
+ <para>
+ align to the nearest end of a region in the (first) selected
+ track
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Region syncs</guilabel></term>
+ <listitem>
+ <para>
+ align to the nearest region sync point in the (first) selected
+ track
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel> Region bounds </guilabel></term>
+ <listitem>
+ <para>
+ align to the nearest region start or end in the (first) selected
+ track
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+
+ <section id="changing-snap-settings">
+ <title> To change snap settings </title>
+ <para>
+ Move the mouse pointer to the toolbar panel of the editor window.
+ Click on the "expansion arrow" of the "Snap setting" chooser. This
+ will popup a list of available snap settings. If necessary, scroll
+ down to see your desired choice. Click on your choice in the list to
+ dismiss it and make Ardour switch to the new setting.
+ </para>
+
+ <note>
+ <para>
+ Changing snap settings has <emphasis>no</emphasis> effect on the
+ position of any existing region. Its effect is only on objects
+ being moved.
+ </para>
+ </note>
+ <tip>
+ <para>
+ The snap setting also affects moving the playhead, the edit
+ cursor, loop/punch and location markers, and dragging/moving range
+ selections.
+ </para>
+ </tip>
+ </section>
+
+ <section id="snap-mode">
+ <title> Snap Mode </title>
+ <para>
+ There are two subtly different ways in which the snap setting can
+ affect region motion:
+ </para>
+
+ <variablelist>
+ <title></title>
+ <varlistentry>
+ <term>normal snap mode</term>
+ <listitem>
+ <para>
+ regions can only be moved to positions defined by the snap
+ setting. It is not possible to move them to intermediate
+ positions.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>magnetic snap mode</term>
+ <listitem>
+ <para>
+ regions can still be moved to positions not defined by the
+ setting, but they "stick" to the timepoints that are when
+ dragged across them. Imagine that the timepoints and the
+ regions are magnetic - or just try it and see.
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+
+ <para>
+ However, you can press the <emphasis>snap modifier</emphasis> key
+ while dragging, and the snap setting will be ignored. By default,
+ this is the key on your keyboard that generates
+ <emphasis>Mod3</emphasis> , but you can modify this from the
+ <emphasis>Options Editor</emphasis> keyboard tab.
+ </para>
+ </section>
+
+ <section id="changing-snap-mode">
+ <title> To change snap mode </title>
+ <para>
+ Move the mouse pointer to the toolbar panel of the editor window.
+ Click on the "expansion arrow" of the "Snap mode" chooser. This will
+ popup a list of available snap settings. If necessary, scroll down
+ to see your desired choice. Click on your choice in the list to
+ dismiss it and make Ardour switch to the new setting.
+ </para>
+ </section>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/editor_aligning_key_bindings.xml b/manual/xml/editor_aligning_key_bindings.xml
index aefb0b604a..8a6c677272 100644
--- a/manual/xml/editor_aligning_key_bindings.xml
+++ b/manual/xml/editor_aligning_key_bindings.xml
@@ -5,62 +5,68 @@
]>
<section id="sn-editor-aligning-key-bindings">
- <title>Aligning</title>
- <table id="tbl-editor-aligning-key-bindings">
- <title>Editor Aligning Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Key Binding" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>a</keycap>
- </keycombo>
- </entry>
- <entry>
- relative alignment of region sync points or starts
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Meta</keycap><keycap>a</keycap>
- </keycombo>
- </entry>
- <entry>
- absolute alignment of region sync points or starts
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>Shift</keycap><keycap>a</keycap>
- </keycombo>
- </entry>
- <entry>
- relative alignment of region ends
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>Meta</keycap><keycap>a</keycap>
- </keycombo>
- </entry>
- <entry>
- align region ends
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
+ <title>Aligning</title>
+ <table id="tbl-editor-aligning-key-bindings">
+ <title>Editor Aligning Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Key Binding" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>a</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ relative alignment of region sync points or starts
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Meta</keycap><keycap>a</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ absolute alignment of region sync points or starts
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>Shift</keycap><keycap>a</keycap>
+ </keycombo>
+ </entry>
+
+ <entry>
+ relative alignment of region ends
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>Meta</keycap><keycap>a</keycap>
+ </keycombo>
+ </entry>
+
+ <entry>
+ align region ends
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/editor_canvas_key_bindings.xml b/manual/xml/editor_canvas_key_bindings.xml
index 2c9a07483f..e9b3eb4d08 100644
--- a/manual/xml/editor_canvas_key_bindings.xml
+++ b/manual/xml/editor_canvas_key_bindings.xml
@@ -1,107 +1,112 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-editor-canvas-key-bindings">
+ <title>Changing What's Visible</title>
+ <table id="tbl-editor-canvas-key-bindings">
+ <title>Editor Canvas Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Key Binding" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>left arrow</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move editor timeline earlier
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>b</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move editor timeline earlier
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>right arrow</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move editor timeline later
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>f</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move editor timeline later
+ </entry>
+ </row>
- <title>Changing What's Visible</title>
-
- <table id="tbl-editor-canvas-key-bindings">
- <title>Editor Canvas Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Key Binding" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>left arrow</keycap>
- </keycombo>
- </entry>
- <entry>
- move editor timeline earlier
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>b</keycap>
- </keycombo>
- </entry>
- <entry>
- move editor timeline earlier
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>right arrow</keycap>
- </keycombo>
- </entry>
- <entry>
- move editor timeline later
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>f</keycap>
- </keycombo>
- </entry>
- <entry>
- move editor timeline later
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Page_Up</keycap>
- </keycombo>
- </entry>
- <entry>
- scroll track display up
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Page_Down</keycap>
- </keycombo>
- </entry>
- <entry>
- scroll track display down
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Up arrow</keycap>
- </keycombo>
- </entry>
- <entry>
- step track display up
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Down arrow</keycap>
- </keycombo>
- </entry>
- <entry>
- step track display down
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
-
- <!--
+ <row>
+ <entry>
+ <keycombo><keycap>Page_Up</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ scroll track display up
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Page_Down</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ scroll track display down
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Up arrow</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ step track display up
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Down arrow</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ step track display down
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/editor_edit_cursor_position_key_bindings.xml b/manual/xml/editor_edit_cursor_position_key_bindings.xml
index b9e8043192..1190e3efa7 100644
--- a/manual/xml/editor_edit_cursor_position_key_bindings.xml
+++ b/manual/xml/editor_edit_cursor_position_key_bindings.xml
@@ -1,124 +1,133 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-editor-edit-cursor-key-bindings">
+ <title>Moving the Edit Cursor</title>
+ <table id="tbl-editor-edit-position-key-bindings">
+ <title>Edit Cursor Position Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Key Binding" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>e</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ position edit cursor at mouse pointer
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Alt</keycap><keycap>Return</keycap>
+ </keycombo>
+ </entry>
+
+ <entry>
+ move edit cursor to playhead
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>[</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move edit cursor to earlier region start
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>[</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move edit cursor to earlier region end
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>]</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move edit cursor to next region start
+ </entry>
+ </row>
- <title>Moving the Edit Cursor</title>
-
- <table id="tbl-editor-edit-position-key-bindings">
- <title>Edit Cursor Position Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Key Binding" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>e</keycap>
- </keycombo>
- </entry>
- <entry>
- position edit cursor at mouse pointer
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Alt</keycap><keycap>Return</keycap>
- </keycombo>
- </entry>
- <entry>
- move edit cursor to playhead
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>[</keycap>
- </keycombo>
- </entry>
- <entry>
- move edit cursor to earlier region start
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>[</keycap>
- </keycombo>
- </entry>
- <entry>
- move edit cursor to earlier region end
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>]</keycap>
- </keycombo>
- </entry>
- <entry>
- move edit cursor to next region start
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>]</keycap>
- </keycombo>
- </entry>
- <entry>
- move edit cursor to next region end
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>&#8221;&#8221;&#8217;</keycap>
- </keycombo>
- </entry>
- <entry>
- move edit cursor to next region sync
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>;</keycap>
- </keycombo>
- </entry>
- <entry>
- moved edit cursor to previous region sync
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>F1</keycap>
- </keycombo>
- </entry>
- <entry>
- move edit cursor to start of range selection (if defined)
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>F2</keycap></keycombo>
- </entry>
- <entry>
- move edit cursor to end of range selection (if defined)
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
-
- <!--
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>]</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move edit cursor to next region end
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>&#8221;&#8221;&#8217;</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move edit cursor to next region sync
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>;</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ moved edit cursor to previous region sync
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>F1</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move edit cursor to start of range selection (if defined)
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>F2</keycap></keycombo>
+ </entry>
+
+ <entry>
+ move edit cursor to end of range selection (if defined)
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/editor_locations_marks_key_bindings.xml b/manual/xml/editor_locations_marks_key_bindings.xml
index c43640b1c2..d83c446578 100644
--- a/manual/xml/editor_locations_marks_key_bindings.xml
+++ b/manual/xml/editor_locations_marks_key_bindings.xml
@@ -1,63 +1,62 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-editor-location-marks-key-bindings">
+ <title>Locations and Marks</title>
+ <table id="tbl-editor-locations-marks-key-bindings">
+ <title>Locations and Marks Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Key Binding" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>Enter</keycap> </keycombo> (keypad)
+ </entry>
+
+ <entry>
+ create a new marker at the playhead location
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Keypad &gt;</keycap> </keycombo>
+ </entry>
- <title>Locations and Marks</title>
-
- <table id="tbl-editor-locations-marks-key-bindings">
- <title>Locations and Marks Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Key Binding" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>Enter</keycap>
- </keycombo>
- (keypad)
- </entry>
- <entry>
- create a new marker at the playhead location
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Keypad &gt;</keycap>
- </keycombo>
- </entry>
- <entry>
- move playhead to next marker
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Keypad &lt;</keycap>
- </keycombo>
- </entry>
- <entry>
- move playhead to previous marker
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
-
- <!--
+ <entry>
+ move playhead to next marker
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Keypad &lt;</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move playhead to previous marker
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/editor_miscellaneous_key_bindings.xml b/manual/xml/editor_miscellaneous_key_bindings.xml
index f6a05c485c..1fd40d13ea 100644
--- a/manual/xml/editor_miscellaneous_key_bindings.xml
+++ b/manual/xml/editor_miscellaneous_key_bindings.xml
@@ -1,53 +1,52 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-editor-miscellaneous-key-bindings">
+ <title>Miscellaneous</title>
+ <table id="tbl-editor-miscellaneous-key-bindings">
+ <title>Miscellaneous Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Key Binding" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>l</keycap> </keycombo>
+ </entry>
- <title>Miscellaneous</title>
+ <entry>
+ toggle auto loop
+ </entry>
+ </row>
- <table id="tbl-editor-miscellaneous-key-bindings">
- <title>Miscellaneous Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Key Binding" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>l</keycap>
- </keycombo>
- </entry>
- <entry>
- toggle auto loop
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>f</keycap>
- </keycombo>
- </entry>
- <entry>
- toggle follow playhead
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
+ <row>
+ <entry>
+ <keycombo><keycap>f</keycap> </keycombo>
+ </entry>
- <!--
+ <entry>
+ toggle follow playhead
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/editor_nudging_key_bindings.xml b/manual/xml/editor_nudging_key_bindings.xml
index fa3110d8c6..8c0560d0b8 100644
--- a/manual/xml/editor_nudging_key_bindings.xml
+++ b/manual/xml/editor_nudging_key_bindings.xml
@@ -1,73 +1,73 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-editor-nudging-key-bindings">
+ <title>Nudging Key Bindings</title>
+ <table id="tbl-editor-nudging-key-bindings">
+ <title>Nudging Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Key Binding" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>+</keycap> </keycombo> (keypad)
+ </entry>
+
+ <entry>
+ nudge forward
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>+</keycap> </keycombo>
+ (keypad)
+ </entry>
- <title>Nudging Key Bindings</title>
+ <entry>
+ nudge next forward
+ </entry>
+ </row>
- <table id="tbl-editor-nudging-key-bindings">
- <title>Nudging Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Key Binding" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>+</keycap>
- </keycombo>
- (keypad)
- </entry>
- <entry>
- nudge forward
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>+</keycap>
- </keycombo>
- (keypad)
- </entry>
- <entry>
- nudge next forward
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>-</keycap>
- </keycombo>
- (keypad)
- </entry>
- <entry>
- nudge backward
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>-</keycap>
- </keycombo>
- </entry>
- <entry>
- nudge next backward
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
- <!--
+ <row>
+ <entry>
+ <keycombo><keycap>-</keycap> </keycombo> (keypad)
+ </entry>
+
+ <entry>
+ nudge backward
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>-</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ nudge next backward
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/editor_play_position_key_bindings.xml b/manual/xml/editor_play_position_key_bindings.xml
index d48568417a..52024cbb59 100644
--- a/manual/xml/editor_play_position_key_bindings.xml
+++ b/manual/xml/editor_play_position_key_bindings.xml
@@ -5,108 +5,116 @@
]>
<section id="sn-editor-play-position-key-bindings">
- <title>Moving the Playhead</title>
- <table id="tbl-editor-play-position-key-bindings">
- <title>Play Position Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Key Binding" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>p</keycap>
- </keycombo>
- </entry>
- <entry>
- position playhead at mouse pointer
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Return</keycap>
- </keycombo>
- </entry>
- <entry>
- move playhead to edit cursor
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Tab</keycap>
- </keycombo>
- </entry>
- <entry>
- move playhead to later region start
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>Tab</keycap>
- </keycombo>
- </entry>
- <entry>
- move playhead to later region end
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>`</keycap>
- </keycombo>
- </entry>
- <entry>
- move playhead to earlier region start
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>`</keycap>
- </keycombo>
- </entry>
- <entry>
- move playhead to next mark
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>|</keycap>
- </keycombo>
- (keypad)
- </entry>
- <entry>
- move playhead to previous mark
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>l</keycap>
- </keycombo>
- </entry>
- <entry>
- center screen around playhead
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>g</keycap>
- </keycombo>
- </entry>
- <entry>
- goto
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
+ <title>Moving the Playhead</title>
+ <table id="tbl-editor-play-position-key-bindings">
+ <title>Play Position Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Key Binding" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>p</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ position playhead at mouse pointer
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Return</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move playhead to edit cursor
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Tab</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move playhead to later region start
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>Tab</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move playhead to later region end
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>`</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move playhead to earlier region start
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>`</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ move playhead to next mark
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>|</keycap> </keycombo> (keypad)
+ </entry>
+
+ <entry>
+ move playhead to previous mark
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>l</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ center screen around playhead
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>g</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ goto
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/editor_range_operations_key_bindings.xml b/manual/xml/editor_range_operations_key_bindings.xml
index eadb736066..111de889de 100644
--- a/manual/xml/editor_range_operations_key_bindings.xml
+++ b/manual/xml/editor_range_operations_key_bindings.xml
@@ -1,80 +1,83 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-editor-range-operations-key-bindings">
+ <title>Range Operations</title>
+ <table id="tbl-editor-range-operations-key-bindings">
+ <title>Range Operations Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Key Binding" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>Keypad Down arrow</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ begin range definition while transport rolls
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Keypad Up arrow</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ end range definition while transport rolls
+ </entry>
+ </row>
- <title>Range Operations</title>
+ <row>
+ <entry>
+ <keycombo><keycap>Shift</keycap><keycap>Tab</keycap> </keycombo>
+ </entry>
- <table id="tbl-editor-range-operations-key-bindings">
- <title>Range Operations Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Key Binding" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>Keypad Down arrow</keycap>
- </keycombo>
- </entry>
- <entry>
- begin range definition while transport rolls
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Keypad Up arrow</keycap>
- </keycombo>
- </entry>
- <entry>
- end range definition while transport rolls
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Shift</keycap><keycap>Tab</keycap>
- </keycombo>
- </entry>
- <entry>
- extend range to end of region
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>Shift</keycap><keycap>Tab</keycap>
- </keycombo>
- </entry>
- <entry>
- extend range to start of region
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Meta</keycap><keycap>s</keycap>
- </keycombo>
- </entry>
- <entry>
- duplicate range
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
+ <entry>
+ extend range to end of region
+ </entry>
+ </row>
- <!--
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>Shift</keycap><keycap>Tab</keycap>
+ </keycombo>
+ </entry>
+
+ <entry>
+ extend range to start of region
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Meta</keycap><keycap>s</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ duplicate range
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/editor_region_operations_key_bindings.xml b/manual/xml/editor_region_operations_key_bindings.xml
index ed3d429f87..e830c2c338 100644
--- a/manual/xml/editor_region_operations_key_bindings.xml
+++ b/manual/xml/editor_region_operations_key_bindings.xml
@@ -1,88 +1,92 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-editor-region-operation-key-bindings">
+ <title>Region Operations Key Bindings</title>
+ <table id="tbl-editor-region-operation-key-bindings">
+ <title>Region Operation Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Key Binding" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>s</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ split region(s) at mouse
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Alt</keycap><keycap>s</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ split region(s) at edit cursor
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Insert</keycap> </keycombo>
+ </entry>
- <title>Region Operations Key Bindings</title>
+ <entry>
+ insert selected region (from region list)
+ </entry>
+ </row>
- <table id="tbl-editor-region-operation-key-bindings">
- <title>Region Operation Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Key Binding" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>s</keycap>
- </keycombo>
- </entry>
- <entry>
- split region(s) at mouse
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Alt</keycap><keycap>s</keycap>
- </keycombo>
- </entry>
- <entry>
- split region(s) at edit cursor
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Insert</keycap>
- </keycombo>
- </entry>
- <entry>
- insert selected region (from region list)
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Meta</keycap><keycap>d</keycap>
- </keycombo>
- </entry>
- <entry>
- duplicate region
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Alt</keycap><keycap>r</keycap>
- </keycombo>
- </entry>
- <entry>
- reverse region
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Alt</keycap><keycap>n</keycap>
- </keycombo>
- </entry>
- <entry>
- normalize region
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
- <!--
+ <row>
+ <entry>
+ <keycombo><keycap>Meta</keycap><keycap>d</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ duplicate region
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Alt</keycap><keycap>r</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ reverse region
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Alt</keycap><keycap>n</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ normalize region
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/editor_standard_editing_key_bindings.xml b/manual/xml/editor_standard_editing_key_bindings.xml
index d2f35dd1b7..d8f23899ec 100644
--- a/manual/xml/editor_standard_editing_key_bindings.xml
+++ b/manual/xml/editor_standard_editing_key_bindings.xml
@@ -5,80 +5,86 @@
]>
<section id="sn-editor-standard-editing-key-bindings">
- <title>Standard Editing</title>
- <table id="tbl-editor-standard-editing-key-bindings">
- <title>Editor Standard Editing Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Key Binding" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>z</keycap>
- </keycombo>
- </entry>
- <entry>
- undo
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>r</keycap>
- </keycombo>
- </entry>
- <entry>
- redo
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>x</keycap>
- </keycombo>
- </entry>
- <entry>
- cut
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Delete</keycap>
- </keycombo>
- </entry>
- <entry>
- cut
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>c</keycap>
- </keycombo>
- </entry>
- <entry>
- copy
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>v</keycap>
- </keycombo>
- </entry>
- <entry>
- paste
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
+ <title>Standard Editing</title>
+ <table id="tbl-editor-standard-editing-key-bindings">
+ <title>Editor Standard Editing Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Key Binding" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>z</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ undo
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>r</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ redo
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>x</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ cut
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Delete</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ cut
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>c</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ copy
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>v</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ paste
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/editor_window.xml b/manual/xml/editor_window.xml
index e9000c0992..8f56afaa2e 100644
--- a/manual/xml/editor_window.xml
+++ b/manual/xml/editor_window.xml
@@ -5,82 +5,82 @@
]>
<section id="sn-editor-window">
- <title>The Editor</title>
- <para>
- Ardour provides two ways of viewing a session: the Editor and the Mixer. The
- Editor shows the session by representing tracks as horizontal timeline
- displays, with material within the tracks (audio, MIDI, video, automation
- data, etc.) arranged along the horizontal (time) axis. The Mixer shows the
- session by representing tracks as mixer strips, with controls for gain,
- record enable, soloing and so forth. More abstractly, the Editor represents
- the time based aspects of a session, whereas the Mixer represents the signal
- flow.
- </para>
+ <title>The Editor</title>
+ <para>
+ Ardour provides two ways of viewing a session: the Editor and the Mixer.
+ The Editor shows the session by representing tracks as horizontal
+ timeline displays, with material within the tracks (audio, MIDI, video,
+ automation data, etc.) arranged along the horizontal (time) axis. The
+ Mixer shows the session by representing tracks as mixer strips, with
+ controls for gain, record enable, soloing and so forth. More abstractly,
+ the Editor represents the time based aspects of a session, whereas the
+ Mixer represents the signal flow.
+ </para>
- <para>
- However, it is quite possible to control the signal flow aspects from within
- the Editor as well, without the comprehensive overview that the Mixer
- provides. For some sessions, especially during the early stages of a
- session, the Editor may be the only window you need to use.
- </para>
+ <para>
+ However, it is quite possible to control the signal flow aspects from
+ within the Editor as well, without the comprehensive overview that the
+ Mixer provides. For some sessions, especially during the early stages of
+ a session, the Editor may be the only window you need to use.
+ </para>
- <section id="editor-window-layout">
- <title>Editor Window Layout</title>
- <para>
- Lets survey the basic layout of the editor window:
- </para>
+ <section id="editor-window-layout">
+ <title>Editor Window Layout</title>
+ <para>
+ Lets survey the basic layout of the editor window:
+ </para>
- <para>
- The transport controls are in a tearoff window at the top of the editor,
- and are described in transport_window.
- </para>
- </section>
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <para>
+ The transport controls are in a tearoff window at the top of the
+ editor, and are described in transport_window.
+ </para>
+ </section>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_window_controls.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_window_track_list.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_window_group_list.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_window_region_list.xml" />
- <section id="editor-window-chunk-list">
- <title>Chunk List</title>
- <para>
- Below the region list is the Chunk List, which provides a visual list of
- all "chunks". Chunks are collections (possibly discontiguous)
- of sections.
- </para>
- </section>
+ <section id="editor-window-chunk-list">
+ <title>Chunk List</title>
+ <para>
+ Below the region list is the Chunk List, which provides a visual list
+ of all "chunks". Chunks are collections (possibly discontiguous) of
+ sections.
+ </para>
+ </section>
- <section id="editor-window-track-display">
- <title>Track Display</title>
- <para>
- This is the main area within the editor. Each track or bus is represented
- by a horizontal "stripe", with a set of controls on the left
- side, with the timeline above them all.
- </para>
- </section>
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <section id="editor-window-track-display">
+ <title>Track Display</title>
+ <para>
+ This is the main area within the editor. Each track or bus is
+ represented by a horizontal "stripe", with a set of controls on the
+ left side, with the timeline above them all.
+ </para>
+ </section>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_window_timeline.xml" />
- <section id="editor-window-track-controls">
- <title>Track Controls</title>
- <para>
- Each track has a set of controls on its left side. Which controls are
- present varies depending on the type of track (audio, bus, automation,
- MIDI, etc.). Every track type has a "hide" button marked with a
- cross. Click on this to hide the track.
- </para>
- </section>
+ <section id="editor-window-track-controls">
+ <title>Track Controls</title>
+ <para>
+ Each track has a set of controls on its left side. Which controls are
+ present varies depending on the type of track (audio, bus, automation,
+ MIDI, etc.). Every track type has a "hide" button marked with a cross.
+ Click on this to hide the track.
+ </para>
+ </section>
- <section id="editor-window-track-views">
- <title>Track Views</title>
- <para>
- This is where all editing takes place. The track views contain region
- objects, curve control points, lines and other items that can be added,
- removed, copied, cut and pasted. See editing_basics for more information on
- editing.
- </para>
- </section>
+ <section id="editor-window-track-views">
+ <title>Track Views</title>
+ <para>
+ This is where all editing takes place. The track views contain region
+ objects, curve control points, lines and other items that can be
+ added, removed, copied, cut and pasted. See editing_basics for more
+ information on editing.
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/editor_window_controls.xml b/manual/xml/editor_window_controls.xml
index dbd152f0d1..092a4ce6b7 100644
--- a/manual/xml/editor_window_controls.xml
+++ b/manual/xml/editor_window_controls.xml
@@ -5,312 +5,341 @@
]>
<section id="editor-window-controls">
- <title>Editor Controls</title>
- <para>
- The editor controls are in a tearoff window, which you can use in the usual
- way.
- </para>
-
- <section id="editor-edit-cursor-clock">
- <title>Edit cursor clock</title>
- <para>
- This clock shows the current position of the edit cursor. You can edit the
- position using the clock if you wish.
- </para>
- </section>
-
- <section id="editor-zoom-buttons">
- <title>Zoom buttons</title>
- <para>
- The zoom buttons allow you to see more ("zoom out") or less
- ("zoom in") of the session timeline in the track display area.
- Click on the zoom out button to zoom out, and the zoom in button to zoom
- in.
- </para>
- </section>
-
- <section id="editor-zoom-range-clock">
- <title>Zoom range clock</title>
- <para>
- The zoom range clock shows the current duration of the timeline that is
- visible in the track display area. It does not indicate the location of the
- visible section of the timeline, only its length. You can zoom in and out
- by editing this clock directly, which may be useful if you want to see a
- precise duration within the editor.
- </para>
- </section>
-
- <section id="editor-zoom-selectors">
- <title>Zoom selectors</title>
- <para>
- The two zoom select buttons allow you to go to the maximum and minimum zoom
- levels with a single button click. The "1:1" button zooms all
- the way into single sample level, where each pixel on the screen represents
- a single sample. The "whole session button" zooms out to show
- the entire session in the track display area.
- </para>
- </section>
-
- <section id="editor-zoom-focus-control">
- <title>Zoom focus control</title>
- <para>
- When zooming, there is always a change in what is displayed in the track
- display area. However, one position in the display will continue to
- correspond to the same point in the timeline, and there are several choices
- of how to define that point. The default behaviour is to keep the left edge
- of the track display area constant. If it was at a position 1:12:14 into
- the session timeline before zooming, then it will continue to be at that
- position after zooming. Other points in the display that you can ensure are
- in the same position while zooming include the right edge of the track
- display, the center of the track display, the playhead and the edit cursor.
- Whichever of these is selected is known as the current zoom focus.
- </para>
-
- <para>
- To change the current zoom focus, click on the combo box to see the list of
- available choices. Click on the zoom focus you wish to use. The list of
- choices will disappear, and the new zoom focus choice will be in effect.
- </para>
- </section>
-
- <section id="editor-snap-control">
- <title>Snap control</title>
- <para>
- When moving objects around in the track display area, you have the choice
- of moving them freely or having their positions be limited to certain
- points along the timeline. This applies to region, the playhead, the edit
- cursor, curve control points and markers, among others. If you want the
- positions of objects to be limited, then you can choose from several
- different possibilities. We call this "snap to" because when
- moving objects around with the mouse, they appear to "snap to"
- various positions.
- </para>
-
- <para>
- The most obvious source of "snap to" positions is the tempo
- map, but ardour offers many different possibilities:
- </para>
- <table id="tbl-snap-control"><title>Snap Control</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Snap Option" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Snap Option
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- BBT
- </entry>
- <entry>
- you can select 64th,32nd,16th,8th,quarter and whole beat positions, as
- well as beat triplets and whole bars (measures).
- </entry>
- </row>
- <row>
- <entry>
- Region beginnings
- </entry>
- </row>
- <row>
- <entry>
- Region ends
- </entry>
- </row>
- <row>
- <entry>
- Region sync points
- </entry>
- </row>
- <row>
- <entry>
- Region boundaries
- </entry>
- <entry>
- (combines regions beginnings and ends)
- </entry>
- </row>
- <row>
- <entry>
- Marks
- </entry>
- </row>
- <row>
- <entry>
- Edit Cursor
- </entry>
- <entry>
- a single snap-to point. This is useful when aligning several objects at
- the same point. Set the edit cursor to the desired position, then
- select this snap setting, and then move the objects, which will
- immediately snap to the chosen position.
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
- </section>
-
- <section id="editor-edit-mode-control">
- <title>Edit mode control</title>
- <para>
- When moving regions around in a track, it is sometimes desirable to leave
- spaces between regions and sometimes to force regions to always be placed
- directly next to their neighbours. Which is more appropriate depends a lot
- on the nature of the project and the regions themselves.
- </para>
-
- <para>
- By default, Ardour uses slide mode which allows you to freely place regions
- in a track (subject to the current snap setting, of course). If you cut
- part of region, an empty space will remain where the part you removed used
- to be. If you move a region along the timeline, it will move independently
- of other regions, and will stay wherever you place it.
- </para>
-
- <para>
- If you are editing a session and require behaviour where regions are forced
- to always to be directly adjacent, you can switch to splice maybe. In this
- mode, cutting part of region will cause all later regions in the track to
- move up (earlier) the timeline so that there is no intervening space
- between them. Moving a region will cause other regions to move around so
- that the moved region fits "between" them.
- </para>
- </section>
-
- <section id="editor-window-nudge-buttons">
- <title>Nudge buttons</title>
- <para>
- Sometimes when editing its nice to be able to move objects by predefined
- amounts rather than just positioning them freely or using snap-to. This
- kind of motion is called nudging. At the present time, only the playhead,
- playlists and regions can be nudged. The distance an object is nudged is
- set by the nudge clock (see below).
- </para>
-
- <para>
- To nudge one or more regions forward by 1 second, first edit the nudge
- clock so that it specifies that time. Then select the region(s) by clicking
- on them, and finally click the nudge forward button.
- </para>
-
- <para>
- Nudging backwards is identical to nudging forwards, except that you should
- click on the nudge backwards button.
- </para>
-
- <para>
- To nudge a playlist forward or backwards, first set the nudge clock to the
- desired nudge distance. Then in the track that is using the playlist.
- Choose Nudge Nudge entire track fwd or Nudge nudge entire track bwd as
- desired.
- </para>
-
- <para>
- You can also nudge all regions in the playlist positioned after (later
- than) the edit cursor. To do this, follow the steps for nudging the
- playlist, but choose Nudge nudge track after edit cursor fwd or Nudge nudge
- track after edit cursor bwd, as appropriate.
- </para>
- </section>
-
- <section id="editor-window-nudge-clock">
- <title>Nudge clock</title>
- <para>
- You can edit the clock value to alter the distance that regions/playlists
- will be nudged. (see <xref linkend="sn-clocks"/> for instructions).
- </para>
- </section>
-
- <section id="editor-window-tool-selector">
- <title>Tool Selector</title>
- <para>
- The editor tool selector is in a tearoff window, and contains a series of
- buttons used to select what the mouse (and often the keyboard) will do when
- editing tracks. The tools include:
- </para>
- <table id="tbl-editor-window-mouse-modes"><title>Snap Control</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Snap Option" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Mouse Mode
- </entry>
- <entry>
- Description
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- object
- </entry>
- <entry>
- <para>
- Left-clicking Object will place the mouse in object mode. When in
- object mode, the mouse pointer appears as a hand whenever it is over
- the track canvas or the rulers. The mouse can now be used to select
- and perform operations on objects such as regions, markers etc.
- </para>
- </entry>
- </row>
- <row>
- <entry>
- range
- </entry>
- <entry>
- <para>
- Left-clicking Range will place the mouse in range mode. When in range
- mode, the mouse pointer appears as a vertical line whenever it is over
- the track canvas or the rulers. The mouse will now be able to select a
- point or range of time. Time ranges can be selected over one or
- several tracks.
- </para>
- </entry>
- </row>
- <row>
- <entry>
- gain
- </entry>
- </row>
- <row>
- <entry>
- zoom
- </entry>
- <entry>
- <para>
- Left-clicking Zoom will place the mouse in zoom mode. When in zoom
- mode, the mouse pointer appears as a magnifying glass whenever it is
- over the track canvas or the rulers. This mode is used to zoom the
- display to any range that is subsequently set using the mouse.
- </para>
- </entry>
- </row>
- <row>
- <entry>
- timefx
- </entry>
- <entry>
- <para>
- Left-clicking Timefx will place the mouse in timefx mode. When in
- timefx mode, the mouse pointer appears as a distinctive 'expanding'
- illustration whenever it is over the track canvas or the rulers. This
- mode is used to resize regions using a timestretch algorithm.
- </para>
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
- </section>
+ <title>Editor Controls</title>
+ <para>
+ The editor controls are in a tearoff window, which you can use in the
+ usual way.
+ </para>
+
+ <section id="editor-edit-cursor-clock">
+ <title>Edit cursor clock</title>
+ <para>
+ This clock shows the current position of the edit cursor. You can edit
+ the position using the clock if you wish.
+ </para>
+ </section>
+
+ <section id="editor-zoom-buttons">
+ <title>Zoom buttons</title>
+ <para>
+ The zoom buttons allow you to see more ("zoom out") or less ("zoom
+ in") of the session timeline in the track display area. Click on the
+ zoom out button to zoom out, and the zoom in button to zoom in.
+ </para>
+ </section>
+
+ <section id="editor-zoom-range-clock">
+ <title>Zoom range clock</title>
+ <para>
+ The zoom range clock shows the current duration of the timeline that
+ is visible in the track display area. It does not indicate the
+ location of the visible section of the timeline, only its length. You
+ can zoom in and out by editing this clock directly, which may be
+ useful if you want to see a precise duration within the editor.
+ </para>
+ </section>
+
+ <section id="editor-zoom-selectors">
+ <title>Zoom selectors</title>
+ <para>
+ The two zoom select buttons allow you to go to the maximum and minimum
+ zoom levels with a single button click. The "1:1" button zooms all the
+ way into single sample level, where each pixel on the screen
+ represents a single sample. The "whole session button" zooms out to
+ show the entire session in the track display area.
+ </para>
+ </section>
+
+ <section id="editor-zoom-focus-control">
+ <title>Zoom focus control</title>
+ <para>
+ When zooming, there is always a change in what is displayed in the
+ track display area. However, one position in the display will continue
+ to correspond to the same point in the timeline, and there are several
+ choices of how to define that point. The default behaviour is to keep
+ the left edge of the track display area constant. If it was at a
+ position 1:12:14 into the session timeline before zooming, then it
+ will continue to be at that position after zooming. Other points in
+ the display that you can ensure are in the same position while zooming
+ include the right edge of the track display, the center of the track
+ display, the playhead and the edit cursor. Whichever of these is
+ selected is known as the current zoom focus.
+ </para>
+
+ <para>
+ To change the current zoom focus, click on the combo box to see the
+ list of available choices. Click on the zoom focus you wish to use.
+ The list of choices will disappear, and the new zoom focus choice will
+ be in effect.
+ </para>
+ </section>
+
+ <section id="editor-snap-control">
+ <title>Snap control</title>
+ <para>
+ When moving objects around in the track display area, you have the
+ choice of moving them freely or having their positions be limited to
+ certain points along the timeline. This applies to region, the
+ playhead, the edit cursor, curve control points and markers, among
+ others. If you want the positions of objects to be limited, then you
+ can choose from several different possibilities. We call this "snap
+ to" because when moving objects around with the mouse, they appear to
+ "snap to" various positions.
+ </para>
+
+ <para>
+ The most obvious source of "snap to" positions is the tempo map, but
+ ardour offers many different possibilities:
+ </para>
+
+ <table id="tbl-snap-control">
+ <title>Snap Control</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Snap Option" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Snap Option
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ BBT
+ </entry>
+
+ <entry>
+ you can select 64th,32nd,16th,8th,quarter and whole beat
+ positions, as well as beat triplets and whole bars (measures).
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ Region beginnings
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ Region ends
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ Region sync points
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ Region boundaries
+ </entry>
+
+ <entry>
+ (combines regions beginnings and ends)
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ Marks
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ Edit Cursor
+ </entry>
+
+ <entry>
+ a single snap-to point. This is useful when aligning several
+ objects at the same point. Set the edit cursor to the desired
+ position, then select this snap setting, and then move the
+ objects, which will immediately snap to the chosen position.
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </section>
+
+ <section id="editor-edit-mode-control">
+ <title>Edit mode control</title>
+ <para>
+ When moving regions around in a track, it is sometimes desirable to
+ leave spaces between regions and sometimes to force regions to always
+ be placed directly next to their neighbours. Which is more appropriate
+ depends a lot on the nature of the project and the regions themselves.
+ </para>
+
+ <para>
+ By default, Ardour uses slide mode which allows you to freely place
+ regions in a track (subject to the current snap setting, of course).
+ If you cut part of region, an empty space will remain where the part
+ you removed used to be. If you move a region along the timeline, it
+ will move independently of other regions, and will stay wherever you
+ place it.
+ </para>
+
+ <para>
+ If you are editing a session and require behaviour where regions are
+ forced to always to be directly adjacent, you can switch to splice
+ maybe. In this mode, cutting part of region will cause all later
+ regions in the track to move up (earlier) the timeline so that there
+ is no intervening space between them. Moving a region will cause other
+ regions to move around so that the moved region fits "between" them.
+ </para>
+ </section>
+
+ <section id="editor-window-nudge-buttons">
+ <title>Nudge buttons</title>
+ <para>
+ Sometimes when editing its nice to be able to move objects by
+ predefined amounts rather than just positioning them freely or using
+ snap-to. This kind of motion is called nudging. At the present time,
+ only the playhead, playlists and regions can be nudged. The distance
+ an object is nudged is set by the nudge clock (see below).
+ </para>
+
+ <para>
+ To nudge one or more regions forward by 1 second, first edit the nudge
+ clock so that it specifies that time. Then select the region(s) by
+ clicking on them, and finally click the nudge forward button.
+ </para>
+
+ <para>
+ Nudging backwards is identical to nudging forwards, except that you
+ should click on the nudge backwards button.
+ </para>
+
+ <para>
+ To nudge a playlist forward or backwards, first set the nudge clock to
+ the desired nudge distance. Then in the track that is using the
+ playlist. Choose Nudge Nudge entire track fwd or Nudge nudge entire
+ track bwd as desired.
+ </para>
+
+ <para>
+ You can also nudge all regions in the playlist positioned after (later
+ than) the edit cursor. To do this, follow the steps for nudging the
+ playlist, but choose Nudge nudge track after edit cursor fwd or Nudge
+ nudge track after edit cursor bwd, as appropriate.
+ </para>
+ </section>
+
+ <section id="editor-window-nudge-clock">
+ <title>Nudge clock</title>
+ <para>
+ You can edit the clock value to alter the distance that
+ regions/playlists will be nudged. (see <xref linkend="sn-clocks"/> for
+ instructions).
+ </para>
+ </section>
+
+ <section id="editor-window-tool-selector">
+ <title>Tool Selector</title>
+ <para>
+ The editor tool selector is in a tearoff window, and contains a series
+ of buttons used to select what the mouse (and often the keyboard) will
+ do when editing tracks. The tools include:
+ </para>
+
+ <table id="tbl-editor-window-mouse-modes">
+ <title>Snap Control</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Snap Option" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Mouse Mode
+ </entry>
+
+ <entry>
+ Description
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ object
+ </entry>
+
+ <entry>
+ <para>
+ Left-clicking Object will place the mouse in object mode.
+ When in object mode, the mouse pointer appears as a hand
+ whenever it is over the track canvas or the rulers. The
+ mouse can now be used to select and perform operations on
+ objects such as regions, markers etc.
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ range
+ </entry>
+
+ <entry>
+ <para>
+ Left-clicking Range will place the mouse in range mode. When
+ in range mode, the mouse pointer appears as a vertical line
+ whenever it is over the track canvas or the rulers. The
+ mouse will now be able to select a point or range of time.
+ Time ranges can be selected over one or several tracks.
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ gain
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ zoom
+ </entry>
+
+ <entry>
+ <para>
+ Left-clicking Zoom will place the mouse in zoom mode. When
+ in zoom mode, the mouse pointer appears as a magnifying
+ glass whenever it is over the track canvas or the rulers.
+ This mode is used to zoom the display to any range that is
+ subsequently set using the mouse.
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ timefx
+ </entry>
+
+ <entry>
+ <para>
+ Left-clicking Timefx will place the mouse in timefx mode.
+ When in timefx mode, the mouse pointer appears as a
+ distinctive 'expanding' illustration whenever it is over the
+ track canvas or the rulers. This mode is used to resize
+ regions using a timestretch algorithm.
+ </para>
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </section>
</section>
diff --git a/manual/xml/editor_window_group_list.xml b/manual/xml/editor_window_group_list.xml
index 5617349a91..42b645c282 100644
--- a/manual/xml/editor_window_group_list.xml
+++ b/manual/xml/editor_window_group_list.xml
@@ -5,22 +5,22 @@
]>
<section id="editor-window-edit-group-list">
- <title>Edit Group List</title>
- <para>
- Below the track list is the edit group list, which lists all edit groups for
- the session, including a default group called &#8220;all&#8221;. To the left
- of each group name is a checkbox which indicates whether or not the group is
- active (a checkmark means its active). Click on the checkbox to change the
- active status of an edit group.
- </para>
+ <title>Edit Group List</title>
+ <para>
+ Below the track list is the edit group list, which lists all edit groups
+ for the session, including a default group called &#8220;all&#8221;. To
+ the left of each group name is a checkbox which indicates whether or not
+ the group is active (a checkmark means its active). Click on the
+ checkbox to change the active status of an edit group.
+ </para>
- <para>
- The edit group list can also be used to toggle the visibility of all members
- of the group. Visible edit groups are displayed in cyan, hidden ones in
- orange. Click on the name of the edit group to toggle its visibility. Note
- that an edit group can be visible and yet have hidden member tracks, and
- vice versa.
- </para>
+ <para>
+ The edit group list can also be used to toggle the visibility of all
+ members of the group. Visible edit groups are displayed in cyan, hidden
+ ones in orange. Click on the name of the edit group to toggle its
+ visibility. Note that an edit group can be visible and yet have hidden
+ member tracks, and vice versa.
+ </para>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/editor_window_key_bindings.xml b/manual/xml/editor_window_key_bindings.xml
index 2937423c93..a96ed75222 100644
--- a/manual/xml/editor_window_key_bindings.xml
+++ b/manual/xml/editor_window_key_bindings.xml
@@ -1,80 +1,82 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-tool-selection-key-bindings">
+ <title>Tool Selection</title>
+ <table id="tbl-tool-selection-key-bindings">
+ <title>Tool Selection Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Key Binding" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>r</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ Select Range mode
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>g</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ Select Gain mode
+ </entry>
+ </row>
- <title>Tool Selection</title>
+ <row>
+ <entry>
+ <keycombo><keycap>o</keycap> </keycombo>
+ </entry>
- <table id="tbl-tool-selection-key-bindings">
- <title>Tool Selection Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Key Binding" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>r</keycap>
- </keycombo>
- </entry>
- <entry>
- Select Range mode
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>g</keycap>
- </keycombo>
- </entry>
- <entry>
- Select Gain mode
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>o</keycap>
- </keycombo>
- </entry>
- <entry>
- Select Object mode
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>t</keycap>
- </keycombo>
- </entry>
- <entry>
- Select TimeFX mode
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>z</keycap>
- </keycombo>
- </entry>
- <entry>
- Select Zoom mode
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
+ <entry>
+ Select Object mode
+ </entry>
+ </row>
- <!--
+ <row>
+ <entry>
+ <keycombo><keycap>t</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ Select TimeFX mode
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>z</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ Select Zoom mode
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/editor_window_region_list.xml b/manual/xml/editor_window_region_list.xml
index 551c9acee9..7c7990e1da 100644
--- a/manual/xml/editor_window_region_list.xml
+++ b/manual/xml/editor_window_region_list.xml
@@ -5,132 +5,146 @@
]>
<section id="editor-window-region-list">
- <title>Region List</title>
- <para>
- To the right of the track display is the region list, which uses a tree
- display to show all regions in the session. There are sections in the region
- list, &#8220;Captured&#8221; and &#8220;External&#8221;.
- &#8220;Captured&#8221; contains all regions that were either recorded by
- Ardour or imported as native audio files. &#8220;External&#8221;contains
- regions created using audio files external to Ardour (from a sample library,
- for example).
- </para>
-
- <section id="region-list-organization">
- <title>Organization of the region list</title>
- <para>
- In both sections of the region list, any regions containing multiple
- channels will have its name followed by &#8220;[N]&#8221; where N is a
- number indicating the number of channels. Any region that ends in
- &#8220;-N&#8221;, where N is a number, is a region that describes an entire
- audio file. Any region that ends in &#8220;.N&#8221; is a region that
- describes part of an audio file. Any subtree within the region list can be
- hidden or displayed by clicking on the box left of its name.
- </para>
-
- <para>
- Within the Captured part of the tree, each track is represented by its own
- subtree (strictly speaking, its not each track but each playlist that is
- represented). Within that subtree is an entry for each take recorded for
- that track. Remember that each take is stored as one and audio files
- (strictly, one per channel). Within the take tree is an entry for each
- region created from that take.
- </para>
-
- <para>
- Within the External part of the tree, there is a subtree for each audio
- file embedded into the session. Within that subtree are entries for each
- region created from that audio file.
- </para>
- </section>
-
- <section id="region-list-operations">
- <title>Region list operations</title>
- <para>
- Click on the box to the left of the name of part of the tree to hide/show
- that part of the subtree.
- </para>
-
- <para>
- Click the name of a region and then drag it to the track display area to
- insert a region into a track.
- </para>
-
- <para>
- Click on the title bar of the region list to display a menu allowing you to
- </para>
- <table id="tbl-region-list-operations-menu"><title>Region List Context Menu</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Snap Option" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Menu Item
- </entry>
- <entry>
- Description
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- Find
- </entry>
- </row>
- <row>
- <entry>
- Show/Hide All
- </entry>
- <entry>
- <para>
- fully expand or collapse the region list
- </para>
- </entry>
- </row>
- <row>
- <entry>
- Sort
- </entry>
- </row>
- <row>
- <entry>
- Display Automatic Regions normally,
- </entry>
- <entry>
- Ardour does not display regions created as a result of a side effect of
- user actions. If this option is selected, all regions will be included
- in the region list.
- </entry>
- </row>
- <row>
- <entry>
- Import audio files
- </entry>
- <entry>
- <para>
- copy (and if necessary convert) audio files into the session. See
- Importing for more details.
- </para>
- </entry>
- </row>
- <row>
- <entry>
- Embed audio file
- </entry>
- <entry>
- <para>
- embed external audio files into the session. No new files are created,
- and no format conversion is done. See [[editing:Embedding]] for more
- details.
- </para>
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
- </section>
+ <title>Region List</title>
+ <para>
+ To the right of the track display is the region list, which uses a tree
+ display to show all regions in the session. There are sections in the
+ region list, &#8220;Captured&#8221; and &#8220;External&#8221;.
+ &#8220;Captured&#8221; contains all regions that were either recorded by
+ Ardour or imported as native audio files. &#8220;External&#8221;contains
+ regions created using audio files external to Ardour (from a sample
+ library, for example).
+ </para>
+
+ <section id="region-list-organization">
+ <title>Organization of the region list</title>
+ <para>
+ In both sections of the region list, any regions containing multiple
+ channels will have its name followed by &#8220;[N]&#8221; where N is a
+ number indicating the number of channels. Any region that ends in
+ &#8220;-N&#8221;, where N is a number, is a region that describes an
+ entire audio file. Any region that ends in &#8220;.N&#8221; is a
+ region that describes part of an audio file. Any subtree within the
+ region list can be hidden or displayed by clicking on the box left of
+ its name.
+ </para>
+
+ <para>
+ Within the Captured part of the tree, each track is represented by its
+ own subtree (strictly speaking, its not each track but each playlist
+ that is represented). Within that subtree is an entry for each take
+ recorded for that track. Remember that each take is stored as one and
+ audio files (strictly, one per channel). Within the take tree is an
+ entry for each region created from that take.
+ </para>
+
+ <para>
+ Within the External part of the tree, there is a subtree for each
+ audio file embedded into the session. Within that subtree are entries
+ for each region created from that audio file.
+ </para>
+ </section>
+
+ <section id="region-list-operations">
+ <title>Region list operations</title>
+ <para>
+ Click on the box to the left of the name of part of the tree to
+ hide/show that part of the subtree.
+ </para>
+
+ <para>
+ Click the name of a region and then drag it to the track display area
+ to insert a region into a track.
+ </para>
+
+ <para>
+ Click on the title bar of the region list to display a menu allowing
+ you to
+ </para>
+
+ <table id="tbl-region-list-operations-menu">
+ <title>Region List Context Menu</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Snap Option" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Menu Item
+ </entry>
+
+ <entry>
+ Description
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ Find
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ Show/Hide All
+ </entry>
+
+ <entry>
+ <para>
+ fully expand or collapse the region list
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ Sort
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ Display Automatic Regions normally,
+ </entry>
+
+ <entry>
+ Ardour does not display regions created as a result of a side
+ effect of user actions. If this option is selected, all
+ regions will be included in the region list.
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ Import audio files
+ </entry>
+
+ <entry>
+ <para>
+ copy (and if necessary convert) audio files into the
+ session. See Importing for more details.
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ Embed audio file
+ </entry>
+
+ <entry>
+ <para>
+ embed external audio files into the session. No new files
+ are created, and no format conversion is done. See
+ [[editing:Embedding]] for more details.
+ </para>
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/editor_window_timeline.xml b/manual/xml/editor_window_timeline.xml
index f74b4907ca..f9352aa7ef 100644
--- a/manual/xml/editor_window_timeline.xml
+++ b/manual/xml/editor_window_timeline.xml
@@ -5,96 +5,107 @@
]>
<section id="editor-window-timeline">
- <title>Timeline</title>
- <para>
- At the top of the track display area is the timeline display. This consists
- of a number of rulers, a meter track, a tempo track and the marker display.
- </para>
-
- <para>
- The available rulers include:
- </para>
-
- <table id="tbl-rulers">
- <title>Ruler Types</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Ruler Type" colwidth="1"/>
- <colspec colnum="2" colname="Description" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Ruler Type
- </entry>
- <entry>
- Description
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- Frames
- </entry>
- <entry>
- this ruler measures audio frames. The number of audio frames per second
- depends on the sample rate in use.
- </entry>
- </row>
- <row>
- <entry>
- SMPTE
- </entry>
- <entry>
- this ruler displays SMPTE timecode. The SMPTE format (25fps, 30fps, drop
- frame etc) is selected in the Options Editor option_editor.
- </entry>
- </row>
- <row>
- <entry>
- Min:Sec
- </entry>
- <entry>
- this ruler displays time in minutes+seconds, measured since the start of
- the session.
- </entry>
- </row>
- <row>
- <entry>
- BBT
- </entry>
- <entry>
- <para>
- (Bars,Beats,Ticks) this ruler displays positions based on the tempo
- map.
- </para>
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
-
- <para>
- To show or hide one or more of the rulers, click on the area to the left of
- their names. A menu will popup that has a check item for each available
- ruler. Click on the name of the ruler to toggle its visibility.
- </para>
-
- <para>
- The tempo and meter tracks display the tempo map for the session. The tempo
- track contains 1 or more tempo change points, with a default tempo of 120
- beats per minute. The meter track contains 1 or more meter change points,
- with an initial default meter of 4/4.
- </para>
-
- <para>
- on a tempo/meter change point to edit it. Click in the tempo/meter track to
- add a new change point. Click and drag on a change point to move it. on a
- tempo/meter change point to remove it.
- </para>
-
- <para>
- There is more information on using the timeline in editing_basics.
- </para>
+ <title>Timeline</title>
+ <para>
+ At the top of the track display area is the timeline display. This
+ consists of a number of rulers, a meter track, a tempo track and the
+ marker display.
+ </para>
+
+ <para>
+ The available rulers include:
+ </para>
+
+ <table id="tbl-rulers">
+ <title>Ruler Types</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Ruler Type" colwidth="1"/>
+ <colspec colnum="2" colname="Description" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Ruler Type
+ </entry>
+
+ <entry>
+ Description
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ Frames
+ </entry>
+
+ <entry>
+ this ruler measures audio frames. The number of audio frames per
+ second depends on the sample rate in use.
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ SMPTE
+ </entry>
+
+ <entry>
+ this ruler displays SMPTE timecode. The SMPTE format (25fps,
+ 30fps, drop frame etc) is selected in the Options Editor
+ option_editor.
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ Min:Sec
+ </entry>
+
+ <entry>
+ this ruler displays time in minutes+seconds, measured since the
+ start of the session.
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ BBT
+ </entry>
+
+ <entry>
+ <para>
+ (Bars,Beats,Ticks) this ruler displays positions based on the
+ tempo map.
+ </para>
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+
+ <para>
+ To show or hide one or more of the rulers, click on the area to the left
+ of their names. A menu will popup that has a check item for each
+ available ruler. Click on the name of the ruler to toggle its
+ visibility.
+ </para>
+
+ <para>
+ The tempo and meter tracks display the tempo map for the session. The
+ tempo track contains 1 or more tempo change points, with a default tempo
+ of 120 beats per minute. The meter track contains 1 or more meter change
+ points, with an initial default meter of 4/4.
+ </para>
+
+ <para>
+ on a tempo/meter change point to edit it. Click in the tempo/meter track
+ to add a new change point. Click and drag on a change point to move it.
+ on a tempo/meter change point to remove it.
+ </para>
+
+ <para>
+ There is more information on using the timeline in editing_basics.
+ </para>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/editor_window_track_list.xml b/manual/xml/editor_window_track_list.xml
index 8a17c6481f..9ede6fa82e 100644
--- a/manual/xml/editor_window_track_list.xml
+++ b/manual/xml/editor_window_track_list.xml
@@ -5,55 +5,61 @@
]>
<section id="editor-window-track-list">
- <title>Track List</title>
- <para>
- To the left of the track area is the track list, which lists all tracks and
- busses in the session. Tracks/Busses that are visible have their names
- displayed in cyan, while hidden ones have their names displayed in orange.
- </para>
-
- <para>
- Click on the name of a track/bus to toggle its visibility in the editor.
- Click and drag the name to reorder the track display area.
- </para>
-
- <para>
- You can click on the title bar of the track list to display a menu that
- allows you to:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- Hide all
- </para>
- </listitem>
- <listitem>
- <para>
- Show all
- </para>
- </listitem>
- <listitem>
- <para>
- Hide all tracks
- </para>
- </listitem>
- <listitem>
- <para>
- Show all tracks
- </para>
- </listitem>
- <listitem>
- <para>
- Hide all busses
- </para>
- </listitem>
- <listitem>
- <para>
- Show all busses
- </para>
- </listitem>
- </itemizedlist>
+ <title>Track List</title>
+ <para>
+ To the left of the track area is the track list, which lists all tracks
+ and busses in the session. Tracks/Busses that are visible have their
+ names displayed in cyan, while hidden ones have their names displayed in
+ orange.
+ </para>
+
+ <para>
+ Click on the name of a track/bus to toggle its visibility in the editor.
+ Click and drag the name to reorder the track display area.
+ </para>
+
+ <para>
+ You can click on the title bar of the track list to display a menu that
+ allows you to:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ Hide all
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Show all
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Hide all tracks
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Show all tracks
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Hide all busses
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Show all busses
+ </para>
+ </listitem>
+ </itemizedlist>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/editor_zoom_key_bindings.xml b/manual/xml/editor_zoom_key_bindings.xml
index d1196829ce..b8afa14bfe 100644
--- a/manual/xml/editor_zoom_key_bindings.xml
+++ b/manual/xml/editor_zoom_key_bindings.xml
@@ -1,61 +1,62 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-editor-zoom-key-bindings">
+ <title>Zoom Key Bindings</title>
+ <table id="tbl-editor-zoom-key-bindings">
+ <title>Editor Zoom Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Key Binding" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>=</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ zoom in on timeline
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>-</keycap> </keycombo>
+ </entry>
- <title>Zoom Key Bindings</title>
-
- <table id="tbl-editor-zoom-key-bindings">
- <title>Editor Zoom Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Key Binding" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>=</keycap>
- </keycombo>
- </entry>
- <entry>
- zoom in on timeline
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>-</keycap>
- </keycombo>
- </entry>
- <entry>
- zoom out on timeline
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Z</keycap>
- </keycombo>
- </entry>
- <entry>
- switch zoom focus to playhead
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
- <!--
+ <entry>
+ zoom out on timeline
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Z</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ switch zoom focus to playhead
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/exporting.xml b/manual/xml/exporting.xml
index 3e9d51b9cb..fb34fb30f5 100644
--- a/manual/xml/exporting.xml
+++ b/manual/xml/exporting.xml
@@ -4,11 +4,12 @@
]>
-<chapter id="ch-exporting"><title>Exporting</title>
- <para>
- This section covers ways to get your session converted into various formats
- for use by other software or systems.
- </para>
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+<chapter id="ch-exporting">
+ <title>Exporting</title>
+ <para>
+ This section covers ways to get your session converted into various
+ formats for use by other software or systems.
+ </para>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="exporting_to_cd.xml" />
</chapter>
diff --git a/manual/xml/exporting_to_cd.xml b/manual/xml/exporting_to_cd.xml
index adce9f55dd..2042e29c2e 100644
--- a/manual/xml/exporting_to_cd.xml
+++ b/manual/xml/exporting_to_cd.xml
@@ -5,182 +5,184 @@
]>
<section id="sn-exporting-to-cd">
- <sectioninfo>
- <authorgroup>
- <author>
- <personname>
- <firstname>Nick</firstname>
- <surname>Mainsbridge</surname>
- </personname>
- </author>
- </authorgroup>
- </sectioninfo>
-
- <title>Exporting to CD</title>
-
- <section id="table-of-contents">
- <title>Table of Contents </title>
- <para>
- A Table of Contents is a description of the data stored on a medium. In the
- case of audio Cds, the TOC comes in the form of PQ data which is
- intermingled with the audio data whaen the CD is burnt. Because PQ data
- isn't part of 'normal' audio file formats such as wav or aiff, this
- information must be stored in a separate file on your computer (a CUE or
- TOC file) ready for use by your CD burning software which will combine the
- two.
- </para>
-
- <para>
- At the moment, Ardour can export TOC and CUE files containing the red-book
- related fields Track, Index, ISRC, SCMS and Preemphasis. The CD-TEXT fields
- TITLE, COMPOSER, PERFORMER and disc title are also supported.
- </para>
-
- <para>
- Range markers in Ardour can be 'promoted' to become CD tracks in the
- locations window. Marks (point markers) can be promoted to be CD Indexes in
- the same window. All TOC/CUE export operations hinge on this.
- </para>
-
- <para>
- Assuming you have several songs on your timeline laid out so that their
- spacing and level is 'correct' as you hear it, you should then set ranges
- that represent the start and end points of each track, These will become
- the start and end points on your CD. The start times are all rounded down
- to the previous CD frame (Of which there are 75/second) on export, so if
- you want to hear the exact point that your CD player will start from,
- select 'CD frames' as your snap setting while you do this. If you want
- track indexes (nobody does, but they're there), set a location marker for
- each desired index.
- </para>
-
- <para>
- The locations dialog is useful here, as you can just 'go' to a point to
- audition the exact position of a marker/range.
- </para>
- </section>
-
- <section id="pregap">
- <title> Pregap </title>
- <para>
- A word about pregap:
- </para>
-
- <para>
- A 'normal' redbook CD should have a blank (digital black) space of 2
- seconds before the first modulation called the pregap. Ideally, your first
- song will have been placed at 2 seconds when you began, but you can always
- drag the whole collection of songs to the right position fairly easily at
- this point.
- </para>
-
- <para>
- Also, note that this 2 second rule can be fun to break. You can make the
- pregap as long as you like.. even hide whole songs in there. The player
- will still play track one when the disc is inserted. Only those listeners
- with the urge to rewind beyond the beginning will find your hidden song/dog
- bark. Also keep in mind that there is a pregap for each song. It starts
- where the previous song ends. In other words, if you leave a gap in the
- ranges between songs 2 &amp; 3, that gap will only play for those listening
- through the entire CD. Anyone skipping directly to 3 will miss your secret
- 'long' intro.
- </para>
-
- <para>
- After setting a non-overlapping range for each track (overlapping CD tracks
- are removed on export, from left to right, as are indexes that aren't
- inside a track), open the locations window and make your ranges into track
- markers by clicking the CD button. Fill in whatever information you feel is
- necessary in the boxes below. Unused fields will be ignored as far as the
- exported TOC/CUE file is concerned.
- </para>
-
- <para>
- CD-TEXT track titles are taken from the range's name. The CD-TEXT title of
- the CD is taken from the session name (i should have told you that first,
- right?).
- </para>
-
- <note>
- <para>
- Pre-emphasis is there for those strange types that use it (they also
- use track indexes). You almost certainly don't want pre-emphasis. A valid
- ISRC is all capitals, 12 characters.
- </para>
- </note>
- </section>
-
- <section id="cue-files">
- <title> Cue Files </title>
- <para>
- Cue files have no notion of 'the end'. Its a drag. They think the end of
- the file is the end of the last track. If you want to use CUE files, you
- have to make sure that the session end marker is snapped to CD frames
- (before you export, of course), or else use the -pad option when you burn.
- </para>
- </section>
-
- <section id="export-the-session">
- <title> Export The Session </title>
- <para>
- Now export the session to a file (16bit 44.1kHz for CD), selecting your
- preferred cuefile type (TOC or CUE). The TOC/CUE file is written to the
- same directory as your audio file, and has the same name, only with '.toc'
- or '.cue' appended. Usually you will only be selecting the two master
- outputs to export, with output 1 always being 'left'. The export is post
- fader and panner. Don't assume that the sound will be identical after you
- have truncated/dithered to 16 bits. It can be worthwhile to experiment with
- different dither settings when making your export.
- </para>
-
- <para>
- To check out the details without burning
- </para>
+ <sectioninfo>
+ <authorgroup>
+ <author>
+ <personname>
+ <firstname>Nick</firstname>
+ <surname>Mainsbridge</surname>
+ </personname>
+ </author>
+ </authorgroup>
+ </sectioninfo>
+ <title>Exporting to CD</title>
+ <section id="table-of-contents">
+ <title>Table of Contents </title>
+ <para>
+ A Table of Contents is a description of the data stored on a medium.
+ In the case of audio Cds, the TOC comes in the form of PQ data which
+ is intermingled with the audio data whaen the CD is burnt. Because PQ
+ data isn't part of 'normal' audio file formats such as wav or aiff,
+ this information must be stored in a separate file on your computer (a
+ CUE or TOC file) ready for use by your CD burning software which will
+ combine the two.
+ </para>
+
+ <para>
+ At the moment, Ardour can export TOC and CUE files containing the
+ red-book related fields Track, Index, ISRC, SCMS and Preemphasis. The
+ CD-TEXT fields TITLE, COMPOSER, PERFORMER and disc title are also
+ supported.
+ </para>
+
+ <para>
+ Range markers in Ardour can be 'promoted' to become CD tracks in the
+ locations window. Marks (point markers) can be promoted to be CD
+ Indexes in the same window. All TOC/CUE export operations hinge on
+ this.
+ </para>
+
+ <para>
+ Assuming you have several songs on your timeline laid out so that
+ their spacing and level is 'correct' as you hear it, you should then
+ set ranges that represent the start and end points of each track,
+ These will become the start and end points on your CD. The start times
+ are all rounded down to the previous CD frame (Of which there are
+ 75/second) on export, so if you want to hear the exact point that your
+ CD player will start from, select 'CD frames' as your snap setting
+ while you do this. If you want track indexes (nobody does, but they're
+ there), set a location marker for each desired index.
+ </para>
+
+ <para>
+ The locations dialog is useful here, as you can just 'go' to a point
+ to audition the exact position of a marker/range.
+ </para>
+ </section>
+
+ <section id="pregap">
+ <title> Pregap </title>
+ <para>
+ A word about pregap:
+ </para>
+
+ <para>
+ A 'normal' redbook CD should have a blank (digital black) space of 2
+ seconds before the first modulation called the pregap. Ideally, your
+ first song will have been placed at 2 seconds when you began, but you
+ can always drag the whole collection of songs to the right position
+ fairly easily at this point.
+ </para>
+
+ <para>
+ Also, note that this 2 second rule can be fun to break. You can make
+ the pregap as long as you like.. even hide whole songs in there. The
+ player will still play track one when the disc is inserted. Only those
+ listeners with the urge to rewind beyond the beginning will find your
+ hidden song/dog bark. Also keep in mind that there is a pregap for
+ each song. It starts where the previous song ends. In other words, if
+ you leave a gap in the ranges between songs 2 &amp; 3, that gap will
+ only play for those listening through the entire CD. Anyone skipping
+ directly to 3 will miss your secret 'long' intro.
+ </para>
+
+ <para>
+ After setting a non-overlapping range for each track (overlapping CD
+ tracks are removed on export, from left to right, as are indexes that
+ aren't inside a track), open the locations window and make your ranges
+ into track markers by clicking the CD button. Fill in whatever
+ information you feel is necessary in the boxes below. Unused fields
+ will be ignored as far as the exported TOC/CUE file is concerned.
+ </para>
+
+ <para>
+ CD-TEXT track titles are taken from the range's name. The CD-TEXT
+ title of the CD is taken from the session name (i should have told you
+ that first, right?).
+ </para>
+
+ <note>
+ <para>
+ Pre-emphasis is there for those strange types that use it (they also
+ use track indexes). You almost certainly don't want pre-emphasis. A
+ valid ISRC is all capitals, 12 characters.
+ </para>
+ </note>
+ </section>
+
+ <section id="cue-files">
+ <title> Cue Files </title>
+ <para>
+ Cue files have no notion of 'the end'. Its a drag. They think the end
+ of the file is the end of the last track. If you want to use CUE
+ files, you have to make sure that the session end marker is snapped to
+ CD frames (before you export, of course), or else use the -pad option
+ when you burn.
+ </para>
+ </section>
+
+ <section id="export-the-session">
+ <title> Export The Session </title>
+ <para>
+ Now export the session to a file (16bit 44.1kHz for CD), selecting
+ your preferred cuefile type (TOC or CUE). The TOC/CUE file is written
+ to the same directory as your audio file, and has the same name, only
+ with '.toc' or '.cue' appended. Usually you will only be selecting the
+ two master outputs to export, with output 1 always being 'left'. The
+ export is post fader and panner. Don't assume that the sound will be
+ identical after you have truncated/dithered to 16 bits. It can be
+ worthwhile to experiment with different dither settings when making
+ your export.
+ </para>
+
+ <para>
+ To check out the details without burning
+ </para>
<screen>
cdrdao show-toc blah.wav.toc
</screen>
- <para>
- to correct a problem, make your changes, then use the 'export toc file
- only' option. If you have to change the session end marker, you'll have to
- re-export your audio file.
- </para>
-
- <para>
- To burn
- </para>
+ <para>
+ to correct a problem, make your changes, then use the 'export toc file
+ only' option. If you have to change the session end marker, you'll
+ have to re-export your audio file.
+ </para>
+
+ <para>
+ To burn
+ </para>
<screen>
cdrdao write /home/britney/globalsmash.wav.toc
</screen>
- <para>
- One last thing:
- </para>
-
- <para>
- If you don't make any CD Track ranges and export a TOC/CUE file, the entire
- session is treated as one track with no pregap. Indexes, if present, will
- be honoured.
- </para>
- </section>
-
- <section id="ddp-support">
- <title>FAQ </title>
- <para>
- Why no DDP? ( http://www.dcainc.com/products/ddp/ )
- </para>
-
- <para>
- A: DCA have been kind enough to get in touch. Hopefully they will allow a
- GPL implementaton soon.
- </para>
- </section>
-
- <section id="catalog-numbers">
- <title>What about catalog numbers for the CD?</title>
- <para>
- A: coming eventually.. we need a tab for session-wide variables like these.
- where to put it? in the export dialog or the options menu?
- </para>
- </section>
+ <para>
+ One last thing:
+ </para>
+
+ <para>
+ If you don't make any CD Track ranges and export a TOC/CUE file, the
+ entire session is treated as one track with no pregap. Indexes, if
+ present, will be honoured.
+ </para>
+ </section>
+
+ <section id="ddp-support">
+ <title>FAQ </title>
+ <para>
+ Why no DDP? ( http://www.dcainc.com/products/ddp/ )
+ </para>
+
+ <para>
+ A: DCA have been kind enough to get in touch. Hopefully they will
+ allow a GPL implementaton soon.
+ </para>
+ </section>
+
+ <section id="catalog-numbers">
+ <title>What about catalog numbers for the CD?</title>
+ <para>
+ A: coming eventually.. we need a tab for session-wide variables like
+ these. where to put it? in the export dialog or the options menu?
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/formatting_conventions.xml b/manual/xml/formatting_conventions.xml
index d26883ffd7..3908a53480 100644
--- a/manual/xml/formatting_conventions.xml
+++ b/manual/xml/formatting_conventions.xml
@@ -5,139 +5,135 @@
]>
<section id="sn-formatting-conventions">
- <title>Formatting Conventions</title>
- <section id="typography">
- <title>Typography</title>
- <para>
- This manual uses a few conventions to indicate key commands, menu choices
- and other user interactions:
- </para>
-
- <para>
- Key commands such as <keycombo><keycap>Ctrl</keycap><keycap>a</keycap>
- </keycombo> mean "Hold down the Ctrl key and press the 'a' key". New and
- important terms are written like this.
- </para>
-
- <para>
- The names of on-screen buttons are shown like this
- <guibutton>Button</guibutton>
- </para>
-
- <para>
- The name of a menu item is shown like <guimenuitem>This</guimenuitem>,
- and nested menu items will appear like <menuchoice> <guimenu>Menu</guimenu>
- <guisubmenu>Sub Menu</guisubmenu> </menuchoice>
- </para>
- </section>
-
- <section id="admonitions">
- <title>Admonitions</title>
-
- <para>
- Admonitions are set apart from the main
- text and are meant to draw your attention to pieces of information.
- In the order of how critical the information is to you, these items are marked as follows:
- </para>
-
- <note>
- <title>Note</title>
-
- <para>
- A note is typically information that you need to understand the
- behavior of Ardour.
- </para>
- </note>
-
- <tip>
- <title>Tip</title>
- <para>
- A tip is typically an alternative way of performing a task.
- </para>
- </tip>
-
- <important>
- <title>Important</title>
-
- <para>
- The important admonition is used to draw attention to parts of
- the interface that may be overlooked or certain settings that
- are vital in determining the behaviour of ardour.
- </para>
- </important>
-
- <warning>
- <title>Warning</title>
-
- <para>
- The warning admonition is used where an action may result in
- consequences that are unintended or permanent such as changes to
- the session that can not be undone or the removal of files.
- </para>
- </warning>
- </section>
-
- <section id="mouse-buttons">
- <title>Mouse Buttons</title>
- <para>
- You might be used to terms like "right mouse button", "left mouse button"
- etc. These are widely used, but they can be very confusing for left-handed
- people, or people using mice with many buttons arranged in an
- unconventional way. Ardour is typically used with mice equipped with at
- least 3 buttons that can be remapped for left- and right-handed users,
- making it hard to unambiguously define "left" and "right" in a useful way.
- </para>
-
- <para>
- If you are right-handed and use a conventional mouse, then
- <mousebutton>Button1</mousebutton> corresponds to "left mouse button",
- <mousebutton>Button2</mousebutton> to "middle mouse button" and
- <mousebutton>Button3</mousebutton> to "right mouse button". Otherwise, the
- numbered button nomenclature refers to the same button numbers as defined
- by your X Window configuration.
- </para>
-
- <para>
- If you see instructions to use <keycombo><keycap>Ctrl</keycap>
- <mousebutton>Button1</mousebutton> </keycombo> , it means "Hold down the
- <keycap>Ctrl</keycap> key and click <mousebutton>Button1</mousebutton> ".
- </para>
- </section>
-
- <section id="select-choose">
- <title>Select/Choose</title>
- <para>
- In conventional English, "select" and "choose" are often used as synonyms.
- In this manual, we use them to mean quite different things:
- </para>
-
- <variablelist>
- <title></title>
- <varlistentry>
- <term>Select</term>
- <listitem>
- <para>
- When you select something, it will stay selected. Putting a check-mark
- in a box, for example, would be referred to as "selecting" that box.
- This is also true for menu items that enable or disable options ("select
- Big Clock from the Windows menu", for example) and various editing
- functions.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term>Choose</term>
- <listitem>
- <para>
- "Choosing" involves clicking or using the keyboard to accomplish a
- one-time action. A command to save the current session might be
- described as, "Choose Save from the Session menu.
- </para>
- </listitem>
- </varlistentry>
- </variablelist>
- </section>
+ <title>Formatting Conventions</title>
+ <section id="typography">
+ <title>Typography</title>
+ <para>
+ This manual uses a few conventions to indicate key commands, menu
+ choices and other user interactions:
+ </para>
+
+ <para>
+ Key commands such as <keycombo><keycap>Ctrl</keycap><keycap>a</keycap>
+ </keycombo> mean "Hold down the Ctrl key and press the 'a' key". New
+ and important terms are written like this.
+ </para>
+
+ <para>
+ The names of on-screen buttons are shown like this
+ <guibutton>Button</guibutton>
+ </para>
+
+ <para>
+ The name of a menu item is shown like <guimenuitem>This</guimenuitem>,
+ and nested menu items will appear like <menuchoice>
+ <guimenu>Menu</guimenu> <guisubmenu>Sub Menu</guisubmenu>
+ </menuchoice>
+ </para>
+ </section>
+
+ <section id="admonitions">
+ <title>Admonitions</title>
+ <para>
+ Admonitions are set apart from the main text and are meant to draw
+ your attention to pieces of information. In the order of how critical
+ the information is to you, these items are marked as follows:
+ </para>
+
+ <note>
+ <title>Note</title>
+ <para>
+ A note is typically information that you need to understand the
+ behavior of Ardour.
+ </para>
+ </note>
+ <tip><title>Tip</title>
+ <para>
+ A tip is typically an alternative way of performing a task.
+ </para>
+ </tip>
+ <important>
+ <title>Important</title>
+ <para>
+ The important admonition is used to draw attention to parts of the
+ interface that may be overlooked or certain settings that are vital
+ in determining the behaviour of ardour.
+ </para>
+ </important>
+
+ <warning>
+ <title>Warning</title>
+ <para>
+ The warning admonition is used where an action may result in
+ consequences that are unintended or permanent such as changes to the
+ session that can not be undone or the removal of files.
+ </para>
+ </warning>
+ </section>
+
+ <section id="mouse-buttons">
+ <title>Mouse Buttons</title>
+ <para>
+ You might be used to terms like "right mouse button", "left mouse
+ button" etc. These are widely used, but they can be very confusing for
+ left-handed people, or people using mice with many buttons arranged in
+ an unconventional way. Ardour is typically used with mice equipped
+ with at least 3 buttons that can be remapped for left- and
+ right-handed users, making it hard to unambiguously define "left" and
+ "right" in a useful way.
+ </para>
+
+ <para>
+ If you are right-handed and use a conventional mouse, then
+ <mousebutton>Button1</mousebutton> corresponds to "left mouse button",
+ <mousebutton>Button2</mousebutton> to "middle mouse button" and
+ <mousebutton>Button3</mousebutton> to "right mouse button". Otherwise,
+ the numbered button nomenclature refers to the same button numbers as
+ defined by your X Window configuration.
+ </para>
+
+ <para>
+ If you see instructions to use <keycombo><keycap>Ctrl</keycap>
+ <mousebutton>Button1</mousebutton> </keycombo> , it means "Hold down
+ the <keycap>Ctrl</keycap> key and click
+ <mousebutton>Button1</mousebutton> ".
+ </para>
+ </section>
+
+ <section id="select-choose">
+ <title>Select/Choose</title>
+ <para>
+ In conventional English, "select" and "choose" are often used as
+ synonyms. In this manual, we use them to mean quite different things:
+ </para>
+
+ <variablelist>
+ <title></title>
+ <varlistentry>
+ <term>Select</term>
+ <listitem>
+ <para>
+ When you select something, it will stay selected. Putting a
+ check-mark in a box, for example, would be referred to as
+ "selecting" that box. This is also true for menu items that
+ enable or disable options ("select Big Clock from the Windows
+ menu", for example) and various editing functions.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>Choose</term>
+ <listitem>
+ <para>
+ "Choosing" involves clicking or using the keyboard to accomplish
+ a one-time action. A command to save the current session might
+ be described as, "Choose Save from the Session menu.
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/frontier_design_tranzport.xml b/manual/xml/frontier_design_tranzport.xml
index a4d1036bd9..675999f17b 100644
--- a/manual/xml/frontier_design_tranzport.xml
+++ b/manual/xml/frontier_design_tranzport.xml
@@ -5,467 +5,552 @@
]>
<section id="sn-frontier-design-tranzport">
- <title>Using a Frontier Design Tranzport</title>
- <section id="tranzport-configuration">
- <title>Enabling a Tranzport</title>
- <para>
- Ardour 2.0 can currently use a single Tranzport controller. Ensure that the
- device is plugged into a functional USB port. On Linux you will need to
- <link linkend="sn-configuring-usb-device-access">take steps</link>
- to ensure that non-administrative users can access the device. Note that
- this feature is <emphasis>not</emphasis> available in Ardour 0.99.x.
- </para>
-
- <para>
- In the Options menu, navigate into the Control Surfaces submenu. Click on
- the "Tranzport" option to enable use of the control surface within Ardour.
- To disable it, click on this item a second time.
- </para>
- </section>
-
- <section id="tranzport-buttons-and-wheel-functions">
- <title>Tranzport Buttons and Datawheel functions</title>
- <table id="tbl-tranzport-functions">
- <title>Tranzport Functions</title>
- <tgroup cols = "3">
- <colspec colnum="1" colname = "Key Binding" colwidth = "1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key
- </entry>
- <entry>
- Normal Click
- </entry>
- <entry>
- Shift Click
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <para>
- REW
- </para>
- </entry>
- <entry>
- <para>
- Rewind
- </para>
- </entry>
- <entry>
- <para>
- Go to start
- </para>
- </entry>
- </row>
- <row>
- <entry>
- <para>
- FFWD
- </para>
- </entry>
- <entry>
- <para>
- Fast forward
- </para>
- </entry>
- <entry>
- <para>
- Go to end
- </para>
- </entry>
- </row>
- <row>
- <entry>
- <para>
- STOP
- </para>
- </entry>
- <entry>
- <para>
- Stop
- </para>
- </entry>
- <entry>
- <para>
- Enter *
- </para>
- </entry>
- </row>
- <row>
- <entry>
- <para>
- PLAY
- </para>
- </entry>
- <entry>
- <para>
- Play
- </para>
- </entry>
- <entry>
- <para>
- Save
- </para>
- </entry>
- </row>
- <row>
- <entry>
- <para>
- RECORD
- </para>
- </entry>
- <entry>
- <para>
- Record
- </para>
- </entry>
- <entry>
- <para></para>
- </entry>
- </row>
- <row>
- <entry></entry>
- <entry></entry>
- <entry></entry>
- </row>
- <row>
- <entry>
- <para>
- PREV
- </para>
- </entry>
- <entry>
- <para>
- Go to previous marker
- </para>
- </entry>
- <entry>
- <para>
- Zoom full
- </para>
- </entry>
- </row>
- <row>
- <entry>
- <para>
- ADD
- </para>
- </entry>
- <entry>
- <para>
- Add marker at current location
- </para>
- </entry>
- <entry>
- <para></para>
- </entry>
- </row>
- <row>
- <entry>
- <para>
- NEXT
- </para>
- </entry>
- <entry>
- <para>
- Go to next marker
- </para>
- </entry>
- <entry>
- <para>
- Select normal, scrub or shuttle mode
- </para>
- </entry>
- </row>
- <row>
- <entry></entry>
- <entry></entry>
- <entry></entry>
- </row>
- <row>
- <entry>
- <para>
- IN
- </para>
- </entry>
- <entry>
- <para></para>
- </entry>
- <entry>
- <para>
- Zoom In
- </para>
- </entry>
- </row>
- <row>
- <entry>
- <para>
- OUT
- </para>
- </entry>
- <entry>
- <para></para>
- </entry>
- <entry>
- <para>
- Zoom Out
- </para>
- </entry>
- </row>
- <row>
- <entry>
- <para>
- PUNCH
- </para>
- </entry>
- <entry>
- <para></para>
- </entry>
- <entry>
- <para></para>
- </entry>
- </row>
- <row>
- <entry>
- <para>
- LOOP
- </para>
- </entry>
- <entry>
- <para></para>
- </entry>
- <entry>
- <para>
- Select gain/pan/master level mode
- </para>
- </entry>
- </row>
- <row>
- <entry></entry>
- <entry></entry>
- <entry></entry>
- </row>
- <row>
- <entry>
- <para>
- &lt; TRACK
- </para>
- </entry>
- <entry>
- <para>
- Previous track
- </para>
- </entry>
- <entry>
- <para></para>
- </entry>
- </row>
- <row>
- <entry>
- <para>
- TRACK &gt;
- </para>
- </entry>
- <entry>
- <para>
- Next track
- </para>
- </entry>
- <entry>
- <para></para>
- </entry>
- </row>
- <row>
- <entry>
- <para>
- REC
- </para>
- </entry>
- <entry>
- <para>
- Toggle track's record enable on/off
- </para>
- </entry>
- <entry>
- <para>
- Clear all track record arming
- </para>
- </entry>
- </row>
- <row>
- <entry>
- <para>
- MUTE
- </para>
- </entry>
- <entry>
- <para>
- Toggle track's mute status on/off
- </para>
- </entry>
- <entry>
- <para>
- Clear all mutes
- </para>
- </entry>
- </row>
- <row>
- <entry>
- <para>
- SOLO
- </para>
- </entry>
- <entry>
- <para>
- Toggle track's solo status on/off
- </para>
- </entry>
- <entry>
- <para>
- Clear all solos
- </para>
- </entry>
- </row>
- <row>
- <entry>
- <para>
- UNDO
- </para>
- </entry>
- <entry>
- <para>
- Undo
- </para>
- </entry>
- <entry>
- <para>
- Redo
- </para>
- </entry>
- </row>
- <row>
- <entry></entry>
- <entry></entry>
- <entry></entry>
- </row>
- <row>
- <entry>
- <para>
- DATA WHEEL
- </para>
- </entry>
- <entry>
- <para>
- scroll timeline, scrub or shuttle
- </para>
- </entry>
- <entry>
- <para>
- adjust track gain, track pan or master gain
- </para>
- </entry>
- </row>
- <row>
- <entry></entry>
- <entry></entry>
- <entry></entry>
- </row>
- <row>
- <entry>
- <para>
- FOOTSWITCH
- </para>
- </entry>
- <entry>
- <para></para>
- </entry>
- <entry>
- <para></para>
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
- </section>
-
- <section id="tranzport-normal-scrub-shuttle-modes">
- <title>Normal, Scrub and Shuttle Modes</title>
- <para>
- In Ardour, the Tranzport in has 3 different modes of operation termed
- "timeline", "scrub" and "shuttle".
- </para>
-
- <variablelist>
- <title>Tranzport Modes of Operation</title>
- <varlistentry>
- <term>Timeline</term>
- <listitem>
- <para>
- the data wheel scrolls the timeline in the editor window back and forth.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term>Scrub</term>
- <listitem>
- <para>
- the data wheel is used to scrub audio data back and forth.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term>Shuttle</term>
- <listitem>
- <para>
- the data wheel is used to control varispeed playback. Turning the data
- wheel clockwise increases the playback speed in a forward direction.
- Counter-clockwise decreases the speed and will reverse playback. Shuttle
- mode as several important features:
- <itemizedlist>
- <listitem>
- <para>
- While in Shuttle mode the actual playback speed will be displayed in
- the top right corner of the LCD as a percentage of real-time, ie.
- +100% is normal playback speed.
- </para>
- </listitem>
- <listitem>
- <para>
- Press STOP to automatically set the Shuttle speed to 0%.
- </para>
- </listitem>
- <listitem>
- <para>
- Press PLAY to automatically set the Shuttle speed to +100%.
- </para>
- </listitem>
- <listitem>
- <para>
- Press and hold SHIFT to momentarily toggle the TranzPort into Scrub
- mode. Releasing the SHIFT button will return to Shuttle mode at 0%
- speed. This combination of functions is very useful for quickly
- moving through an audio track and accurately locating points hit
- points.
- </para>
- </listitem>
- <listitem>
- <para>
- Pressing ADD will drop a marker at the current location and exit
- Shuttle mode
- </para>
- </listitem>
- </itemizedlist>
- </para>
- </listitem>
- </varlistentry>
- </variablelist>
- </section>
+ <title>Using a Frontier Design Tranzport</title>
+ <section id="tranzport-configuration">
+ <title>Enabling a Tranzport</title>
+ <para>
+ Ardour 2.0 can currently use a single Tranzport controller. Ensure
+ that the device is plugged into a functional USB port. On Linux you
+ will need to <link linkend="sn-configuring-usb-device-access">take
+ steps</link> to ensure that non-administrative users can access the
+ device. Note that this feature is <emphasis>not</emphasis> available
+ in Ardour 0.99.x.
+ </para>
+
+ <para>
+ In the Options menu, navigate into the Control Surfaces submenu. Click
+ on the "Tranzport" option to enable use of the control surface within
+ Ardour. To disable it, click on this item a second time.
+ </para>
+ </section>
+
+ <section id="tranzport-buttons-and-wheel-functions">
+ <title>Tranzport Buttons and Datawheel functions</title>
+ <table id="tbl-tranzport-functions">
+ <title>Tranzport Functions</title>
+ <tgroup cols = "3">
+ <colspec colnum="1" colname = "Key Binding" colwidth = "1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key
+ </entry>
+
+ <entry>
+ Normal Click
+ </entry>
+
+ <entry>
+ Shift Click
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <para>
+ REW
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Rewind
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Go to start
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ FFWD
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Fast forward
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Go to end
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ STOP
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Stop
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Enter *
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ PLAY
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Play
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Save
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ RECORD
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Record
+ </para>
+ </entry>
+
+ <entry>
+ <para></para>
+ </entry>
+ </row>
+
+ <row>
+ <entry></entry>
+
+ <entry></entry>
+
+ <entry></entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ PREV
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Go to previous marker
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Zoom full
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ ADD
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Add marker at current location
+ </para>
+ </entry>
+
+ <entry>
+ <para></para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ NEXT
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Go to next marker
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Select normal, scrub or shuttle mode
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry></entry>
+
+ <entry></entry>
+
+ <entry></entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ IN
+ </para>
+ </entry>
+
+ <entry>
+ <para></para>
+ </entry>
+
+ <entry>
+ <para>
+ Zoom In
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ OUT
+ </para>
+ </entry>
+
+ <entry>
+ <para></para>
+ </entry>
+
+ <entry>
+ <para>
+ Zoom Out
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ PUNCH
+ </para>
+ </entry>
+
+ <entry>
+ <para></para>
+ </entry>
+
+ <entry>
+ <para></para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ LOOP
+ </para>
+ </entry>
+
+ <entry>
+ <para></para>
+ </entry>
+
+ <entry>
+ <para>
+ Select gain/pan/master level mode
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry></entry>
+
+ <entry></entry>
+
+ <entry></entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ &lt; TRACK
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Previous track
+ </para>
+ </entry>
+
+ <entry>
+ <para></para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ TRACK &gt;
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Next track
+ </para>
+ </entry>
+
+ <entry>
+ <para></para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ REC
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Toggle track's record enable on/off
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Clear all track record arming
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ MUTE
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Toggle track's mute status on/off
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Clear all mutes
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ SOLO
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Toggle track's solo status on/off
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Clear all solos
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ UNDO
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Undo
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ Redo
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry></entry>
+
+ <entry></entry>
+
+ <entry></entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ DATA WHEEL
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ scroll timeline, scrub or shuttle
+ </para>
+ </entry>
+
+ <entry>
+ <para>
+ adjust track gain, track pan or master gain
+ </para>
+ </entry>
+ </row>
+
+ <row>
+ <entry></entry>
+
+ <entry></entry>
+
+ <entry></entry>
+ </row>
+
+ <row>
+ <entry>
+ <para>
+ FOOTSWITCH
+ </para>
+ </entry>
+
+ <entry>
+ <para></para>
+ </entry>
+
+ <entry>
+ <para></para>
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </section>
+
+ <section id="tranzport-normal-scrub-shuttle-modes">
+ <title>Normal, Scrub and Shuttle Modes</title>
+ <para>
+ In Ardour, the Tranzport in has 3 different modes of operation termed
+ "timeline", "scrub" and "shuttle".
+ </para>
+
+ <variablelist>
+ <title>Tranzport Modes of Operation</title>
+ <varlistentry>
+ <term>Timeline</term>
+ <listitem>
+ <para>
+ the data wheel scrolls the timeline in the editor window back
+ and forth.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>Scrub</term>
+ <listitem>
+ <para>
+ the data wheel is used to scrub audio data back and forth.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>Shuttle</term>
+ <listitem>
+ <para>
+ the data wheel is used to control varispeed playback. Turning
+ the data wheel clockwise increases the playback speed in a
+ forward direction. Counter-clockwise decreases the speed and
+ will reverse playback. Shuttle mode as several important
+ features:
+ <itemizedlist>
+ <listitem>
+ <para>
+ While in Shuttle mode the actual playback speed will be
+ displayed in the top right corner of the LCD as a
+ percentage of real-time, ie. +100% is normal playback
+ speed.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Press STOP to automatically set the Shuttle speed to 0%.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Press PLAY to automatically set the Shuttle speed to
+ +100%.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Press and hold SHIFT to momentarily toggle the TranzPort
+ into Scrub mode. Releasing the SHIFT button will return to
+ Shuttle mode at 0% speed. This combination of functions is
+ very useful for quickly moving through an audio track and
+ accurately locating points hit points.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Pressing ADD will drop a marker at the current location
+ and exit Shuttle mode
+ </para>
+ </listitem>
+ </itemizedlist>
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/general_key_bindings.xml b/manual/xml/general_key_bindings.xml
index a1f391274e..edf77ad113 100644
--- a/manual/xml/general_key_bindings.xml
+++ b/manual/xml/general_key_bindings.xml
@@ -5,111 +5,118 @@
]>
<section id="sn-general-key-bindings">
- <title>General Key Bindings</title>
- <table id="tbl-general-key-bindings">
- <title>General Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum = "1" colname = "Key Binding" colwidth = "1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>w</keycap>
- </keycombo>
- </entry>
- <entry>
- Closes any non-error dialog windows
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Alt</keycap><keycap>e</keycap>
- </keycombo>
- </entry>
- <entry>
- Raise the Editor Window
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Alt</keycap><keycap>m</keycap>
- </keycombo>
- </entry>
- <entry>
- Toggle display of the locations window
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Alt</keycap><keycap>c</keycap>
- </keycombo>
- </entry>
- <entry>
- Toggle display of the options editor
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>t</keycap>
- </keycombo>
- </entry>
- <entry>
- Add a track or bus
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>s</keycap>
- </keycombo>
- </entry>
- <entry>
- Save the session
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>q</keycap>
- </keycombo>
- </entry>
- <entry>
- Quit
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>u</keycap>
- </keycombo>
- </entry>
- <entry>
- Starts a prefix entry sequence
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>m</keycap>
- </keycombo>
- </entry>
- <entry>
- Toggle sending MIDI feedback
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
-
- <!--
+ <title>General Key Bindings</title>
+ <table id="tbl-general-key-bindings">
+ <title>General Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum = "1" colname = "Key Binding" colwidth = "1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>w</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ Closes any non-error dialog windows
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Alt</keycap><keycap>e</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ Raise the Editor Window
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Alt</keycap><keycap>m</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ Toggle display of the locations window
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Alt</keycap><keycap>c</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ Toggle display of the options editor
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>t</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ Add a track or bus
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>s</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ Save the session
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>q</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ Quit
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>u</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ Starts a prefix entry sequence
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>m</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ Toggle sending MIDI feedback
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/generic_midi_control_surface.xml b/manual/xml/generic_midi_control_surface.xml
index f8e6fd152b..675d8948a9 100644
--- a/manual/xml/generic_midi_control_surface.xml
+++ b/manual/xml/generic_midi_control_surface.xml
@@ -5,10 +5,10 @@
]>
<section id="sn-generic-midi-control-surface">
- <title>Using a Generic MIDI control surface</title>
- <para>
- To be completed. Applies only to Ardour 2.
- </para>
+ <title>Using a Generic MIDI control surface</title>
+ <para>
+ To be completed. Applies only to Ardour 2.
+ </para>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/generic_mouse_actions.xml b/manual/xml/generic_mouse_actions.xml
index 17d59c6a83..fdc26d4e6c 100644
--- a/manual/xml/generic_mouse_actions.xml
+++ b/manual/xml/generic_mouse_actions.xml
@@ -5,66 +5,70 @@
]>
<section id="generic-mouse-actions">
- <title>Generic Mouse Actions</title>
- <table id="tbl-generic-mouse-actions">
- <title>Range Operations Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
- <colspec colnum="2" colname="Result" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Mouse Action
- </entry>
- <entry>
- Result
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <mousebutton>Button3</mousebutton>
- click
- </entry>
- <entry>
- Show context menu for clicked-upon item
- </entry>
- </row>
- <row>
- <entry>
- "Delete" click (
- <keycombo><keycap>Shift</keycap>
- <mousebutton>Button3</mousebutton>
- </keycombo>
- )
- </entry>
- <entry>
- Remove clicked upon item
- </entry>
- </row>
- <row>
- <entry>
- "Edit" click (<keycombo><keycap>Ctrl</keycap><mousebutton>Button3</mousebutton></keycombo>)
- </entry>
- <entry>
- Edit clicked upon item (if possible)
- </entry>
- </row>
- <row>
- <entry>
- "snap modifier" (<keycap>Mod3</keycap>)
- </entry>
- <entry>
- allow continuous dragging when snap-to is selected
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
+ <title>Generic Mouse Actions</title>
+ <table id="tbl-generic-mouse-actions">
+ <title>Range Operations Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
+ <colspec colnum="2" colname="Result" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Mouse Action
+ </entry>
- <para>
- These generic mouse actions can be changed from the options window
- </para>
+ <entry>
+ Result
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <mousebutton>Button3</mousebutton> click
+ </entry>
+ <entry>
+ Show context menu for clicked-upon item
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ "Delete" click ( <keycombo><keycap>Shift</keycap>
+ <mousebutton>Button3</mousebutton> </keycombo> )
+ </entry>
+
+ <entry>
+ Remove clicked upon item
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ "Edit" click
+ (<keycombo><keycap>Ctrl</keycap><mousebutton>Button3</mousebutton></keycombo>)
+ </entry>
+
+ <entry>
+ Edit clicked upon item (if possible)
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ "snap modifier" (<keycap>Mod3</keycap>)
+ </entry>
+
+ <entry>
+ allow continuous dragging when snap-to is selected
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+
+ <para>
+ These generic mouse actions can be changed from the options window
+ </para>
</section>
diff --git a/manual/xml/glossary.xml b/manual/xml/glossary.xml
index c82e423aa1..e07b2c462a 100644
--- a/manual/xml/glossary.xml
+++ b/manual/xml/glossary.xml
@@ -5,299 +5,300 @@
]>
<glossary>
- <title>Ardour Glossary</title>
- <glossdiv>
- <title>A</title>
- <glossentry id="gt-alsa">
- <glossterm><acronym>ALSA</acronym></glossterm>
- <glossdef>
- <para>
- Abbreviation for Advanced Linux Sound Architecture. ALSA provides audio
- and MIDI functionality to the Linux operating system.
- </para>
- <para>
- <ulink url="http://www.alsa-project.org"/>
- </para>
- </glossdef>
- </glossentry>
+ <title>Ardour Glossary</title>
+ <glossdiv>
+ <title>A</title>
+ <glossentry id="gt-alsa">
+ <glossterm><acronym>ALSA</acronym></glossterm>
+ <glossdef>
+ <para>
+ Abbreviation for Advanced Linux Sound Architecture. ALSA provides
+ audio and MIDI functionality to the Linux operating system.
+ </para>
+ <para>
+ <ulink url="http://www.alsa-project.org"/>
+ </para>
+ </glossdef>
+ </glossentry>
- <glossentry id="gt-audio-track">
- <glossterm>Audio Track</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
+ <glossentry id="gt-audio-track">
+ <glossterm>Audio Track</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
- <glossentry id="gt-auditioner">
- <glossterm>Auditioner</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossentry id="gt-auditioner">
+ <glossterm>Auditioner</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
- <glossdiv>
- <title>B</title>
- <glossentry id="gt-bus">
- <glossterm>Bus</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
+ <glossdiv>
+ <title>B</title>
+ <glossentry id="gt-bus">
+ <glossterm>Bus</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
- <glossentry id="gt-bus-track">
- <glossterm>Bus Track</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossentry id="gt-bus-track">
+ <glossterm>Bus Track</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
- <glossdiv>
- <title>C</title>
- <glossentry id="gt-crossfade">
- <glossterm>Crossfade</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossdiv>
+ <title>C</title>
+ <glossentry id="gt-crossfade">
+ <glossterm>Crossfade</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
- <glossdiv>
- <title>D</title>
- <glossentry id="gt-daw">
- <glossterm><acronym>DAW</acronym></glossterm>
- <glossdef>
- <para>
- Abbreviation of Digital Audio Workstation. Some reasonable definition
- here.
- </para>
- </glossdef>
- </glossentry>
+ <glossdiv>
+ <title>D</title>
+ <glossentry id="gt-daw">
+ <glossterm><acronym>DAW</acronym></glossterm>
+ <glossdef>
+ <para>
+ Abbreviation of Digital Audio Workstation. Some reasonable
+ definition here.
+ </para>
+ </glossdef>
+ </glossentry>
- <glossentry id="gt-destructive-recording">
- <glossterm>Destructive Recording</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossentry id="gt-destructive-recording">
+ <glossterm>Destructive Recording</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
- <glossdiv>
- <title>E</title>
- <glossentry id="gt-embed">
- <glossterm>Embed</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossdiv>
+ <title>E</title>
+ <glossentry id="gt-embed">
+ <glossterm>Embed</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
- <glossdiv>
- <title>H</title>
- <glossentry id="gt-hdr">
- <glossterm><acronym>HDR</acronym></glossterm>
- <glossdef>
- <para>
- Short for Hard Disk Recorder. Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossdiv>
+ <title>H</title>
+ <glossentry id="gt-hdr">
+ <glossterm><acronym>HDR</acronym></glossterm>
+ <glossdef>
+ <para>
+ Short for Hard Disk Recorder. Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
- <glossdiv>
- <title>I</title>
- <glossentry id="gt-insert">
- <glossterm>Insert</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossdiv>
+ <title>I</title>
+ <glossentry id="gt-insert">
+ <glossterm>Insert</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
- <glossdiv>
- <title>J</title>
- <glossentry id="gt-jack">
- <glossterm><acronym>JACK</acronym></glossterm>
- <glossdef>
- <para>
- Initialism of Jack Audio Connection Kit. Some reasonable definition here.
- </para>
- <para>
- <ulink url="http://jackaudio.org"/>
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossdiv>
+ <title>J</title>
+ <glossentry id="gt-jack">
+ <glossterm><acronym>JACK</acronym></glossterm>
+ <glossdef>
+ <para>
+ Initialism of Jack Audio Connection Kit. Some reasonable
+ definition here.
+ </para>
+ <para>
+ <ulink url="http://jackaudio.org"/>
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
- <glossdiv>
- <title>L</title>
- <glossentry id="gt-ladpsa">
- <glossterm><acronym>LADSPA</acronym> </glossterm>
- <glossdef>
- <para>
- Abbreviation of Linux Audio Developers Simple Plugin API. Some reasonable
- definition here.
- </para>
- <para>
- <ulink url="http://ladspa.org"/>
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossdiv>
+ <title>L</title>
+ <glossentry id="gt-ladpsa">
+ <glossterm><acronym>LADSPA</acronym> </glossterm>
+ <glossdef>
+ <para>
+ Abbreviation of Linux Audio Developers Simple Plugin API. Some
+ reasonable definition here.
+ </para>
+ <para>
+ <ulink url="http://ladspa.org"/>
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
- <glossdiv>
- <title>M</title>
- <glossentry id="gt-midi">
- <glossterm><acronym>MIDI</acronym> </glossterm>
- <glossdef>
- <para>
- Abbreviation for Musical Instrument Digital Interface. Some reasonable
- definition here.
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossdiv>
+ <title>M</title>
+ <glossentry id="gt-midi">
+ <glossterm><acronym>MIDI</acronym> </glossterm>
+ <glossdef>
+ <para>
+ Abbreviation for Musical Instrument Digital Interface. Some
+ reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
- <glossdiv>
- <title>P</title>
- <glossentry id="gt-playlist">
- <glossterm>Playlist</glossterm>
- <glossdef>
- <para>
- some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
+ <glossdiv>
+ <title>P</title>
+ <glossentry id="gt-playlist">
+ <glossterm>Playlist</glossterm>
+ <glossdef>
+ <para>
+ some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
- <glossentry id="gt-plugin">
- <glossterm>plugin</glossterm>
- <glossdef>
- <para>
- some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
+ <glossentry id="gt-plugin">
+ <glossterm>plugin</glossterm>
+ <glossdef>
+ <para>
+ some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
- <glossentry id="gt-posix">
- <glossterm><acronym>POSIX</acronym></glossterm>
- <glossdef>
- <para>
- POSIX stands for Portable Operating System Interface for uniX. Some
- reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossentry id="gt-posix">
+ <glossterm><acronym>POSIX</acronym></glossterm>
+ <glossdef>
+ <para>
+ POSIX stands for Portable Operating System Interface for uniX.
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
- <glossdiv>
- <title>R</title>
- <glossentry id="gt-region">
- <glossterm>Region</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
+ <glossdiv>
+ <title>R</title>
+ <glossentry id="gt-region">
+ <glossterm>Region</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
- <glossentry id="gt-redirect">
- <glossterm>Redirect</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossentry id="gt-redirect">
+ <glossterm>Redirect</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
- <glossdiv>
- <title>S</title>
- <glossentry id="gt-send">
- <glossterm>Send</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
+ <glossdiv>
+ <title>S</title>
+ <glossentry id="gt-send">
+ <glossterm>Send</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
- <glossentry id="gt-session">
- <glossterm>Session</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
+ <glossentry id="gt-session">
+ <glossterm>Session</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
- <glossentry id="gt-session-template">
- <glossterm>Session Template</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- <glossseealso otherterm="gt-session"/>
- </glossdef>
- </glossentry>
+ <glossentry id="gt-session-template">
+ <glossterm>Session Template</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ <glossseealso otherterm="gt-session"/>
+ </glossdef>
+ </glossentry>
- <glossentry id="gt-submixing">
- <glossterm>Submixing</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossentry id="gt-submixing">
+ <glossterm>Submixing</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
- <glossdiv>
- <title>T</title>
- <glossentry id="gt-tape-track">
- <glossterm>Tape Track</glossterm>
- <glossdef>
- <para>
- Some Reasonable definition here.
- </para>
- <glossseealso otherterm="gt-track"/>
- </glossdef>
- </glossentry>
+ <glossdiv>
+ <title>T</title>
+ <glossentry id="gt-tape-track">
+ <glossterm>Tape Track</glossterm>
+ <glossdef>
+ <para>
+ Some Reasonable definition here.
+ </para>
+ <glossseealso otherterm="gt-track"/>
+ </glossdef>
+ </glossentry>
- <glossentry id="gt-track">
- <glossterm>Track</glossterm>
- <glossdef>
- <para>
- Some reasonable definition here.
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossentry id="gt-track">
+ <glossterm>Track</glossterm>
+ <glossdef>
+ <para>
+ Some reasonable definition here.
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
- <glossdiv>
- <title>V</title>
- <glossentry id="gt-vst">
- <glossterm><acronym>VST</acronym></glossterm>
- <glossdef>
- <para>
- Short for Virtual Studio Technology
- </para>
- </glossdef>
- </glossentry>
- </glossdiv>
+ <glossdiv>
+ <title>V</title>
+ <glossentry id="gt-vst">
+ <glossterm><acronym>VST</acronym></glossterm>
+ <glossdef>
+ <para>
+ Short for Virtual Studio Technology
+ </para>
+ </glossdef>
+ </glossentry>
+ </glossdiv>
</glossary>
diff --git a/manual/xml/introduction.xml b/manual/xml/introduction.xml
index 9ac3205485..27c14636d7 100644
--- a/manual/xml/introduction.xml
+++ b/manual/xml/introduction.xml
@@ -1,39 +1,30 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<chapter id="ch-introduction">
-
- <title>Introduction</title>
-
- <para>
- Welcome to Ardour. Ardour is a powerful digital audio workstation that
- gives you everything you need to record, edit, mix, and arrange
- professional audio.
- </para>
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <title>Introduction</title>
+ <para>
+ Welcome to Ardour. Ardour is a powerful digital audio workstation that
+ gives you everything you need to record, edit, mix, and arrange
+ professional audio.
+ </para>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="formatting_conventions.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="midi_configuration.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="key_bindings.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="user_interface_conventions.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="what_is_different_about_ardour.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="why_is_it_called_ardour.xml" />
-
- <!--
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</chapter>
diff --git a/manual/xml/jack.xml b/manual/xml/jack.xml
index 1e0a0bfd5e..8798a45686 100644
--- a/manual/xml/jack.xml
+++ b/manual/xml/jack.xml
@@ -5,275 +5,286 @@
]>
<section id="sn-configuring-jack">
- <title>Getting Audio In, Out and Around Your Computer</title>
- <para>
- Before you can begin to use Ardour, you will need to get the audio
- input/output capabilities of your system working and properly configured.
- There are two aspects to this process: getting your audio interface
- (soundcard) working, and configuring it to work with the Jack Audio
- Connection Kit (<ulink url="http://jackaudio.org/">JACK</ulink>).
- </para>
+ <title>Getting Audio In, Out and Around Your Computer</title>
+ <para>
+ Before you can begin to use Ardour, you will need to get the audio
+ input/output capabilities of your system working and properly
+ configured. There are two aspects to this process: getting your audio
+ interface (soundcard) working, and configuring it to work with the Jack
+ Audio Connection Kit (<ulink url="http://jackaudio.org/">JACK</ulink>).
+ </para>
- <section id="sn-jack">
- <title>JACK</title>
- <para>
- It is extremely important to understand that Ardour does not interact
- directly with your audio interface when it is running. Instead, all of the
- audio data signals that Ardour receives and generates are sent to and from
- JACK, a piece of software that routes audio data between an audio interface
- and audio applications, in real time.
- </para>
+ <section id="sn-jack">
+ <title>JACK</title>
+ <para>
+ It is extremely important to understand that Ardour does not interact
+ directly with your audio interface when it is running. Instead, all of
+ the audio data signals that Ardour receives and generates are sent to
+ and from JACK, a piece of software that routes audio data between an
+ audio interface and audio applications, in real time.
+ </para>
- <para>
- Traditionally, most of the audio sources that you would want to record, as
- well as a lot of the more significant effects processing, existed outside
- the computer. Consequently one of the biggest issues in integrating a
- computer into the operation of the studio is how to move audio data in and
- out of the computer.
- </para>
+ <para>
+ Traditionally, most of the audio sources that you would want to
+ record, as well as a lot of the more significant effects processing,
+ existed outside the computer. Consequently one of the biggest issues
+ in integrating a computer into the operation of the studio is how to
+ move audio data in and out of the computer.
+ </para>
- <para>
- However, it is becoming increasingly common for studios to use audio
- sources and effects processing that are comprised completely of software,
- quite often running on the same machine as an audio sequencer or digital
- audio workstation (DAW). A new problem arises in such situations, because
- moving audio in and out of the DAW no longer involves your hardware audio
- interface. Instead, data has to be moved from one piece of software to
- another, preferably with the same kind of sample synchronisation you’d
- have in a properly configured digital hardware system. This is a problem
- that has been solved at least a couple of times (ReWire from PropellerHeads
- and DirectConnect from Digidesign are the two most common examples), but
- JACK is a new design developed as an open source software project, and is
- thusly available for anyone to use, learn from, extend, *fix or modify.
- </para>
+ <para>
+ However, it is becoming increasingly common for studios to use audio
+ sources and effects processing that are comprised completely of
+ software, quite often running on the same machine as an audio
+ sequencer or digital audio workstation (DAW). A new problem arises in
+ such situations, because moving audio in and out of the DAW no longer
+ involves your hardware audio interface. Instead, data has to be moved
+ from one piece of software to another, preferably with the same kind
+ of sample synchronisation you’d have in a properly configured
+ digital hardware system. This is a problem that has been solved at
+ least a couple of times (ReWire from PropellerHeads and DirectConnect
+ from Digidesign are the two most common examples), but JACK is a new
+ design developed as an open source software project, and is thusly
+ available for anyone to use, learn from, extend, *fix or modify.
+ </para>
- <para>
- New users may not initially realize that by using Jack, their computer
- becomes an extremely flexible and powerful audio tool - especially with
- Ardour acting as the ’heart’ of the system.
- </para>
- </section>
+ <para>
+ New users may not initially realize that by using Jack, their computer
+ becomes an extremely flexible and powerful audio tool - especially
+ with Ardour acting as the ’heart’ of the system.
+ </para>
+ </section>
- <section id="getting-audio-working">
- <title>Getting Your Audio Interface Working</title>
- <note>
- <para>
- Although Ardour runs on OS X as well as Linux, this documentation
- describes only a Linux (ALSA) system. The issues faced on OS X tend to be
- entirely different, and are centered mostly on JACK. There are also
- alternative audio device driver families for Linux but they are also not
- discussed here.
- </para>
- </note>
+ <section id="getting-audio-working">
+ <title>Getting Your Audio Interface Working</title>
+ <note>
+ <para>
+ Although Ardour runs on OS X as well as Linux, this documentation
+ describes only a Linux (ALSA) system. The issues faced on OS X tend
+ to be entirely different, and are centered mostly on JACK. There are
+ also alternative audio device driver families for Linux but they are
+ also not discussed here.
+ </para>
+ </note>
- <para>
- Getting your audio interface working can be the hardest part of setting
- your computer up to run Ardour, or it could be one of the easiest. The
- level of difficulty you will face depends on the type of audio interface
- ("soundcard") you are using, the operating system version you are using,
- and your own understanding of how it all works.
- </para>
+ <para>
+ Getting your audio interface working can be the hardest part of
+ setting your computer up to run Ardour, or it could be one of the
+ easiest. The level of difficulty you will face depends on the type of
+ audio interface ("soundcard") you are using, the operating system
+ version you are using, and your own understanding of how it all works.
+ </para>
- <para>
- In an ideal world, your computer already has a working audio interface, and
- all you need do is to start up qjackctl and run JACK. You can determine if
- you face this ideal situation by doing a few simple tests on your machine.
- The most obvious test is whether you’ve already heard audio coming out of
- your computer. If you are in this situation, you can skip ahead to
- <xref linkend="selecting-capture-source"/>.
- </para>
- </section>
+ <para>
+ In an ideal world, your computer already has a working audio
+ interface, and all you need do is to start up qjackctl and run JACK.
+ You can determine if you face this ideal situation by doing a few
+ simple tests on your machine. The most obvious test is whether
+ you’ve already heard audio coming out of your computer. If you are
+ in this situation, you can skip ahead to
+ <xref linkend="selecting-capture-source"/>.
+ </para>
+ </section>
- <section id="checking-for-an-audio-interface">
- <title>Checking For an Audio Interface</title>
- <para>
- If you’ve never tried to play audio on your computer before, you should
- use a basic playback program such as play, aplay or possibly xmms. Find an
- audio file on your machine (<command>locate .wav</command> may help here),
- and try to play it. There are several possibilities:
- </para>
+ <section id="checking-for-an-audio-interface">
+ <title>Checking For an Audio Interface</title>
+ <para>
+ If you’ve never tried to play audio on your computer before, you
+ should use a basic playback program such as play, aplay or possibly
+ xmms. Find an audio file on your machine (<command>locate
+ .wav</command> may help here), and try to play it. There are several
+ possibilities:
+ </para>
- <itemizedlist>
- <listitem>
- <para>
- You may get an error from the program
- </para>
- </listitem>
- <listitem>
- <para>
- You may hear nothing
- </para>
- </listitem>
- <listitem>
- <para>
- You may hear something, but its too quiet
- </para>
- </listitem>
- <listitem>
- <para>
- you may hear something from the wrong loudspeakers.
- </para>
- </listitem>
- </itemizedlist>
- </section>
+ <itemizedlist>
+ <listitem>
+ <para>
+ You may get an error from the program
+ </para>
+ </listitem>
- <section id="selecting-capture-source">
- <title>Selecting Capture Source</title>
- <para>
- Many audio interfaces, particularly the cheaper varieties that are often
- found built into computers, have ways to plug in both microphones and
- instruments or other audio equipment to be recorded. This immediately poses
- a question: how does Ardour (or any software) know which signal to record,
- the one coming into the microphone input, or the one arriving at the "line
- in" socket? The same question arises also for "high-end" audio interfaces,
- though in different ways.
- </para>
+ <listitem>
+ <para>
+ You may hear nothing
+ </para>
+ </listitem>
- <para>
- The short answer is: Ardour doesn’t. Instead, this is a choice you have
- to make using a program a program that understands how to control the
- mixing hardware on the audio interface. Linux/ALSA has a number of such
- programs: alsamixer, gamix, aumix, kmix are just a few of them. Each of
- them offers you a way to select which of the possible recordable signals
- will be used for as the "capture source". How you select the preferred
- signal varies from program to program, so you will have to consult the help
- documentation for whichever program you choose to use.
- </para>
+ <listitem>
+ <para>
+ You may hear something, but its too quiet
+ </para>
+ </listitem>
- <para>
- There are also a few programs that offer ways to control just one
- particular kind of audio interface. For example, the
- <application>hdspmixer</application> program offers control over the very
- powerful matrix mixer present on several RME audio interface.
- <application>envy24ctrl</application> does the same for a number of
- interfaces built around the common ice1712/envy24 chipset, found in devices
- from M-Audio, Terratec and others. Please note that this quite similar to
- the situation for Windows and MacOS users, where each audio interface often
- comes with its own control program that allows certain critical
- configuration choices to be made.
- </para>
+ <listitem>
+ <para>
+ you may hear something from the wrong loudspeakers.
+ </para>
+ </listitem>
+ </itemizedlist>
+ </section>
- <section id="problems-with-input-signal">
- <title>"I don’t get any signal when I record …"</title>
- <para>
- The most common problem for first-time audio users on Linux is to try to
- record something and get no signal at all, or alternatively, a very low
- signal. The low signal problem typically arises from one or more of the
- following issues:
- </para>
+ <section id="selecting-capture-source">
+ <title>Selecting Capture Source</title>
+ <para>
+ Many audio interfaces, particularly the cheaper varieties that are
+ often found built into computers, have ways to plug in both
+ microphones and instruments or other audio equipment to be recorded.
+ This immediately poses a question: how does Ardour (or any software)
+ know which signal to record, the one coming into the microphone input,
+ or the one arriving at the "line in" socket? The same question arises
+ also for "high-end" audio interfaces, though in different ways.
+ </para>
- <itemizedlist>
- <listitem>
- <para>
- a microphone input plugged into the "line in" socket of the interface.
- The signal levels delivered by microphones are very small, and require
- amplification before they can be used by most audio circuitry. In
- professional recording studios, this is done using a dedicated box
- called a "pre-amplifier". If your audio interface has a "mic input"
- socket, then it has its own pre-amplifier built in, although its
- probably not a very good one. If you make the mistake of plugging a
- microphone into the "line in" socket, you will get either an inaudible
- or very quiet signal.
- </para>
- </listitem>
- <listitem>
- <para>
- the wrong capture source selected in the audio interface’s hardware
- mixer (see above)
- </para>
- </listitem>
- <listitem>
- <para>
- the "capture" gain level in the audio interface’s hardware mixer is
- turned down too low. You will need to use a hardware mixer application
- (as described above) to increase this.
- </para>
- </listitem>
- </itemizedlist>
+ <para>
+ The short answer is: Ardour doesn’t. Instead, this is a choice you
+ have to make using a program a program that understands how to control
+ the mixing hardware on the audio interface. Linux/ALSA has a number of
+ such programs: alsamixer, gamix, aumix, kmix are just a few of them.
+ Each of them offers you a way to select which of the possible
+ recordable signals will be used for as the "capture source". How you
+ select the preferred signal varies from program to program, so you
+ will have to consult the help documentation for whichever program you
+ choose to use.
+ </para>
- <note>
- <para>
- You will notice in the mixer strip for each track in ardour that you can
- change the selection of the monitoring source between input/pre/post.
- Adjusting the fader while watching the ’input’ levels will NOT have
- any affect on the levels. As mentioned above, ardour is dependent on
- external mixer settings for a source level.
- </para>
- </note>
- </section>
- </section>
+ <para>
+ There are also a few programs that offer ways to control just one
+ particular kind of audio interface. For example, the
+ <application>hdspmixer</application> program offers control over the
+ very powerful matrix mixer present on several RME audio interface.
+ <application>envy24ctrl</application> does the same for a number of
+ interfaces built around the common ice1712/envy24 chipset, found in
+ devices from M-Audio, Terratec and others. Please note that this quite
+ similar to the situation for Windows and MacOS users, where each audio
+ interface often comes with its own control program that allows certain
+ critical configuration choices to be made.
+ </para>
- <section id="monitoring-choices">
- <title>Monitoring Choices</title>
- <para>
- Its unfortunate that we have to raise this issue at a point in the manual
- where you, the reader, may not even knoiw what "monitoring" means. However,
- it is such an absolutely critical aspect of using any digital audio
- workstation that we need to at least cover the basics here. The only people
- who don’t need to care about monitoring are those who will never use
- ardour to record a live performance (even on performed using a software
- synthesizer).
- </para>
+ <section id="problems-with-input-signal">
+ <title>"I don’t get any signal when I record …"</title>
+ <para>
+ The most common problem for first-time audio users on Linux is to
+ try to record something and get no signal at all, or alternatively,
+ a very low signal. The low signal problem typically arises from one
+ or more of the following issues:
+ </para>
- <para>
- Monitoring is the term we use to describe listening to what ardour is
- recording. If you are playing a guitar and recording it with ardour, you
- can probably hear the guitar’s own sound, but there are many situations
- where relying on the sound of the instrument is completely inadequate. For
- example, with an electronic instrument, there is no sound until the
- electrical signal that it generates has been processed by an amplifier and
- fed to a loudspeaker. But if Ardour is recording the instrument’s signal,
- what is responsible for sending it to the amp+loudspeakers? It can get a
- lot more complex than that: if you are recording multiple performers at the
- same time, each performer needs to hear their own playing/singing, but they
- also probably need to hear some of their colleagues’ sound as well. You
- might be overdubbing yourself - playing a new line on an instrument while
- listening to tracks you’ve already recorded - how do you hear the new
- material as well as the existing stuff?
- </para>
+ <itemizedlist>
+ <listitem>
+ <para>
+ a microphone input plugged into the "line in" socket of the
+ interface. The signal levels delivered by microphones are very
+ small, and require amplification before they can be used by most
+ audio circuitry. In professional recording studios, this is done
+ using a dedicated box called a "pre-amplifier". If your audio
+ interface has a "mic input" socket, then it has its own
+ pre-amplifier built in, although its probably not a very good
+ one. If you make the mistake of plugging a microphone into the
+ "line in" socket, you will get either an inaudible or very quiet
+ signal.
+ </para>
+ </listitem>
- <para>
- Well, hopefully, you’re convinced that there are some questions to be
- dealt with surrounding monitoring, see <xref linkend="sn-monitoring"/> for
- more in depth information.
- </para>
- </section>
+ <listitem>
+ <para>
+ the wrong capture source selected in the audio interface’s
+ hardware mixer (see above)
+ </para>
+ </listitem>
- <section id="using-multiple-soundcards">
- <title>Can I use multiple soundcards</title>
- <para>
- There are really lots of great reasons why you should not even attempt to
- do this. But seriously, save your money for a while and buy yourself a
- properly designed multichannel soundcard.
- </para>
- </section>
+ <listitem>
+ <para>
+ the "capture" gain level in the audio interface’s hardware
+ mixer is turned down too low. You will need to use a hardware
+ mixer application (as described above) to increase this.
+ </para>
+ </listitem>
+ </itemizedlist>
- <section id="qjackctl">
- <title>Qjackctl</title>
- <para>
- JACK itself does not come with graphical user interface - to start JACK and
- control it you need to have access to a command line and a basic knowledge
- of Unix-like operating systems. However,
- <ulink url="http://qjackctl.sourceforge.net/">qjackctl</ulink> is a
- wonderful application that wraps JACK up with a graphical interface that is
- both nice to look at and useful at same time. qjackctl is the recommended
- way of using JACK.
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/qjackctl.png"/>
- </imageobject>
- </mediaobject>
- <para>
- You should be able to start qjackctl from the “application menu” of
- your system, typically found on the panel/appbar/dock or whatever its
- called that lives at the top/bottom/left/right of your screen.
- </para>
+ <note>
+ <para>
+ You will notice in the mixer strip for each track in ardour that
+ you can change the selection of the monitoring source between
+ input/pre/post. Adjusting the fader while watching the ’input’
+ levels will NOT have any affect on the levels. As mentioned above,
+ ardour is dependent on external mixer settings for a source level.
+ </para>
+ </note>
+ </section>
+ </section>
- <para>
- [ need screenshot of GNOME/KDE/OSX menus here ]
- </para>
- </section>
+ <section id="monitoring-choices">
+ <title>Monitoring Choices</title>
+ <para>
+ Its unfortunate that we have to raise this issue at a point in the
+ manual where you, the reader, may not even knoiw what "monitoring"
+ means. However, it is such an absolutely critical aspect of using any
+ digital audio workstation that we need to at least cover the basics
+ here. The only people who don’t need to care about monitoring are
+ those who will never use ardour to record a live performance (even on
+ performed using a software synthesizer).
+ </para>
+
+ <para>
+ Monitoring is the term we use to describe listening to what ardour is
+ recording. If you are playing a guitar and recording it with ardour,
+ you can probably hear the guitar’s own sound, but there are many
+ situations where relying on the sound of the instrument is completely
+ inadequate. For example, with an electronic instrument, there is no
+ sound until the electrical signal that it generates has been processed
+ by an amplifier and fed to a loudspeaker. But if Ardour is recording
+ the instrument’s signal, what is responsible for sending it to the
+ amp+loudspeakers? It can get a lot more complex than that: if you are
+ recording multiple performers at the same time, each performer needs
+ to hear their own playing/singing, but they also probably need to hear
+ some of their colleagues’ sound as well. You might be overdubbing
+ yourself - playing a new line on an instrument while listening to
+ tracks you’ve already recorded - how do you hear the new material as
+ well as the existing stuff?
+ </para>
+
+ <para>
+ Well, hopefully, you’re convinced that there are some questions to
+ be dealt with surrounding monitoring, see
+ <xref linkend="sn-monitoring"/> for more in depth information.
+ </para>
+ </section>
+
+ <section id="using-multiple-soundcards">
+ <title>Can I use multiple soundcards</title>
+ <para>
+ There are really lots of great reasons why you should not even attempt
+ to do this. But seriously, save your money for a while and buy
+ yourself a properly designed multichannel soundcard.
+ </para>
+ </section>
+
+ <section id="qjackctl">
+ <title>Qjackctl</title>
+ <para>
+ JACK itself does not come with graphical user interface - to start
+ JACK and control it you need to have access to a command line and a
+ basic knowledge of Unix-like operating systems. However,
+ <ulink url="http://qjackctl.sourceforge.net/">qjackctl</ulink> is a
+ wonderful application that wraps JACK up with a graphical interface
+ that is both nice to look at and useful at same time. qjackctl is the
+ recommended way of using JACK.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/qjackctl.png"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ You should be able to start qjackctl from the “application menu”
+ of your system, typically found on the panel/appbar/dock or whatever
+ its called that lives at the top/bottom/left/right of your screen.
+ </para>
+
+ <para>
+ [ need screenshot of GNOME/KDE/OSX menus here ]
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/key_bindings.xml b/manual/xml/key_bindings.xml
index bd87d5d335..f3b50810a7 100644
--- a/manual/xml/key_bindings.xml
+++ b/manual/xml/key_bindings.xml
@@ -5,82 +5,78 @@
]>
<section id="sn-mouse-and-keyboard-bindings">
- <title>Mouse and Keyboard Bindings</title>
-
- <section id="sn-key-bindings">
- <title>Key Bindings</title>
-
- <para>
- Note that all keyboard bindings can be changed in either the system or the
- user's Ardour configuration file
- (<filename>$HOME/.ardour/ardour.rc</filename>).
- </para>
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <title>Mouse and Keyboard Bindings</title>
+ <section id="sn-key-bindings">
+ <title>Key Bindings</title>
+ <para>
+ Note that all keyboard bindings can be changed in either the system or
+ the user's Ardour configuration file
+ (<filename>$HOME/.ardour/ardour.rc</filename>).
+ </para>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="general_key_bindings.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="transport_key_bindings.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mixer_window_key_bindings.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_window_key_bindings.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_play_position_key_bindings.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_edit_cursor_position_key_bindings.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_canvas_key_bindings.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_zoom_key_bindings.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_aligning_key_bindings.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_standard_editing_key_bindings.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_range_operations_key_bindings.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_nudging_key_bindings.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_region_operations_key_bindings.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_locations_marks_key_bindings.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="editor_miscellaneous_key_bindings.xml" />
- </section>
+ </section>
- <section id="sn-mouse-operations">
- <title>Mouse Operations</title>
+ <section id="sn-mouse-operations">
+ <title>Mouse Operations</title>
+ <para>
+ Note that the definition of the "Delete" and "Edit" clicks can be
+ redefined by the user, either in their Ardour configuration file
+ (<filename>$HOME/.ardour/ardour.rc</filename>) or using the Options
+ Editor (Keyboard+Mouse tab).
+ </para>
- <para>
- Note that the definition of the "Delete" and "Edit" clicks can be redefined
- by the user, either in their Ardour configuration file
- (<filename>$HOME/.ardour/ardour.rc</filename>) or using the Options Editor
- (Keyboard+Mouse tab).
- </para>
-
- <para>
- You might wonder why we say Button1 ? Here is an
+ <para>
+ You might wonder why we say Button1 ? Here is an
<!--
<a href="/manual/intro/formatting#Mouse Buttons">explanation</a>.
-->
- </para>
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ </para>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="generic_mouse_actions.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mouse_wheel_actions.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mouse_operations_object_mode.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mouse_operations_region_gain_mode.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mouse_operations_range_mode.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mouse_operations_zoom_mode.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mouse_operations_ruler.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mouse_operations_mixer_controls.xml" />
- </section>
-
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/known_issues.xml b/manual/xml/known_issues.xml
index 4430e49a5f..0cdeedd087 100644
--- a/manual/xml/known_issues.xml
+++ b/manual/xml/known_issues.xml
@@ -5,80 +5,90 @@
]>
<chapter id="sn-problems-bugs-known-issues">
- <title>Problems, Bugs and Known Issues</title>
- <section id="known-issues">
- <title> Known Issues </title>
- <para>
- This section documents known issues with the all versions of Ardour up to
- and including 1.0. It is not a replacement for our
- <ulink url="http://tracker.ardour.org/">bug tracking system</ulink>, but
- instead summarizes some known issues that are likely to be encountered by
- users and are not in the process of being fixed.
- </para>
+ <title>Problems, Bugs and Known Issues</title>
+ <section id="known-issues">
+ <title> Known Issues </title>
+ <para>
+ This section documents known issues with the all versions of Ardour up
+ to and including 1.0. It is not a replacement for our
+ <ulink url="http://tracker.ardour.org/">bug tracking system</ulink>,
+ but instead summarizes some known issues that are likely to be
+ encountered by users and are not in the process of being fixed.
+ </para>
- <itemizedlist>
- <listitem>
- <para>
- creating 3rd level feedback loops (e.g. bus 1 feeds bus 2 feeds bus 3;
- bus 3 feeds bus 1) may prevent a session from loading
- </para>
- </listitem>
- <listitem>
- <para>
- ardour's interpretation of "beats per minute" is different from most
- other programs and from convention. 1 "beat" is whatever the meter in
- effect defines. Thus, 120 bpm in a 4/4 meter is 120 quarter notes per
- minute; 120 bpm in a 3/8 meter is 120 eighth notes per minute.
- </para>
- </listitem>
- <listitem>
- <para>
- copying or cut-n-pasting two (or more) regions that have a crossfade
- between them to a new location or a new track does not copy the
- crossfade. Until a future version of Ardour changes this, you are advised
- to do region editing first, and create crossfades second.
- </para>
- </listitem>
- <listitem>
- <para>
- it is not possible to create pan automation control points using the
- mouse for stereo (or higher channel count) tracks and busses. you can
- create automation for these configurations by recording panning motion,
- and you can edit the data using the mouse.
- </para>
- </listitem>
- <listitem>
- <para>
- when importing an audio file directly into a track, there are no choices
- for the quality level of any necessary sample rate conversion. On any
- system that Ardour is running on, there is almost certainly a utility
- called <command>sndfile-resample</command> which uses the same sample
- rate conversion library as Ardour. This utility offers a great deal of
- control over the sample rate conversion process, including quality
- levels. Ardour uses the "best" quality internally. If you want a
- different quality, you can use this tool to produce a rate-converted file
- at the correct speed, and then import that into Ardour.
- </para>
- </listitem>
- <listitem>
- <para>
- when timestretch is used to alter the length of a region, any
- region-specific gain envelope is lost. The new region has the default
- unity gain throughout its duration.
- </para>
- </listitem>
- <listitem>
- <para>
- if you overdub on a playlist in an area containing cross-fades, the
- cross-fades will still be audible in spite of the newly overdubbed
- material being "on top" of them. Workaround is to mute or remove the
- crossfades before overdubbing. As a corollary to this, creating
- crossfades that span other crossfades will not work correctly in this
- version of Ardour.
- </para>
- </listitem>
- </itemizedlist>
- </section>
+ <itemizedlist>
+ <listitem>
+ <para>
+ creating 3rd level feedback loops (e.g. bus 1 feeds bus 2 feeds
+ bus 3; bus 3 feeds bus 1) may prevent a session from loading
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ ardour's interpretation of "beats per minute" is different from
+ most other programs and from convention. 1 "beat" is whatever the
+ meter in effect defines. Thus, 120 bpm in a 4/4 meter is 120
+ quarter notes per minute; 120 bpm in a 3/8 meter is 120 eighth
+ notes per minute.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ copying or cut-n-pasting two (or more) regions that have a
+ crossfade between them to a new location or a new track does not
+ copy the crossfade. Until a future version of Ardour changes this,
+ you are advised to do region editing first, and create crossfades
+ second.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ it is not possible to create pan automation control points using
+ the mouse for stereo (or higher channel count) tracks and busses.
+ you can create automation for these configurations by recording
+ panning motion, and you can edit the data using the mouse.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ when importing an audio file directly into a track, there are no
+ choices for the quality level of any necessary sample rate
+ conversion. On any system that Ardour is running on, there is
+ almost certainly a utility called
+ <command>sndfile-resample</command> which uses the same sample
+ rate conversion library as Ardour. This utility offers a great
+ deal of control over the sample rate conversion process, including
+ quality levels. Ardour uses the "best" quality internally. If you
+ want a different quality, you can use this tool to produce a
+ rate-converted file at the correct speed, and then import that
+ into Ardour.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ when timestretch is used to alter the length of a region, any
+ region-specific gain envelope is lost. The new region has the
+ default unity gain throughout its duration.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ if you overdub on a playlist in an area containing cross-fades,
+ the cross-fades will still be audible in spite of the newly
+ overdubbed material being "on top" of them. Workaround is to mute
+ or remove the crossfades before overdubbing. As a corollary to
+ this, creating crossfades that span other crossfades will not work
+ correctly in this version of Ardour.
+ </para>
+ </listitem>
+ </itemizedlist>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/main_windows.xml b/manual/xml/main_windows.xml
index aa982bcbd9..56d6a17d2b 100644
--- a/manual/xml/main_windows.xml
+++ b/manual/xml/main_windows.xml
@@ -5,87 +5,88 @@
]>
<section id="sn-main-windows">
- <title>Windows</title>
- <para>
- When Ardour starts without a session, there is just a single window visible
- which we call the editor. However, the program has many more windows that
- can be displayed for various purposes:
- </para>
+ <title>Windows</title>
+ <para>
+ When Ardour starts without a session, there is just a single window
+ visible which we call the editor. However, the program has many more
+ windows that can be displayed for various purposes:
+ </para>
- <note>
- <para>
- All Ardour windows have their WMCLASS property set to 'ardour', so that you
- can configure your window manager to handle them in a certain way if you
- wish to.
- </para>
- </note>
+ <note>
+ <para>
+ All Ardour windows have their WMCLASS property set to 'ardour', so
+ that you can configure your window manager to handle them in a certain
+ way if you wish to.
+ </para>
+ </note>
- <section id="editor-window-summary">
- <title>Editor Window</title>
- <para>
- This is the primary Ardour window. It contains the main menubar, plus
- several tear-off windows, and the editor itself.
- </para>
- </section>
+ <section id="editor-window-summary">
+ <title>Editor Window</title>
+ <para>
+ This is the primary Ardour window. It contains the main menubar, plus
+ several tear-off windows, and the editor itself.
+ </para>
+ </section>
- <section id="transport-bar-summary">
- <title>Transport Bar Window</title>
- <para>
- This window provides complete control over all of Ardour's transport
- functionality. it is initially attached to the editor window, but can be
- torn off and kept as an independent window if you prefer.
- </para>
- </section>
+ <section id="transport-bar-summary">
+ <title>Transport Bar Window</title>
+ <para>
+ This window provides complete control over all of Ardour's transport
+ functionality. it is initially attached to the editor window, but can
+ be torn off and kept as an independent window if you prefer.
+ </para>
+ </section>
- <section id="mixer-window-summary">
- <title>Mixer Window</title>
- <para>
- This window will be displayed automatically whenever a Session is loaded,
- and provides a representation of the Session that is modelled on a mixing
- console. Each track and bus has its own Mixer Strip, and there are also
- various lists for things like Mix Groups.
- </para>
+ <section id="mixer-window-summary">
+ <title>Mixer Window</title>
+ <para>
+ This window will be displayed automatically whenever a Session is
+ loaded, and provides a representation of the Session that is modelled
+ on a mixing console. Each track and bus has its own Mixer Strip, and
+ there are also various lists for things like Mix Groups.
+ </para>
- <para>
- A more precise way to think about the difference between the editor and the
- mixer is that the editor is primarily for controlling the time flow of the
- Session, whereas the mixer is primarily for controlling the signal flow.
- </para>
- </section>
+ <para>
+ A more precise way to think about the difference between the editor
+ and the mixer is that the editor is primarily for controlling the time
+ flow of the Session, whereas the mixer is primarily for controlling
+ the signal flow.
+ </para>
+ </section>
- <section id="location-and-marker-display-window-summary">
- <title>Location and Marker Display Window</title>
- <para>
- This window is used to display, edit and set various Locations and markers
- within a Session.
- </para>
- </section>
+ <section id="location-and-marker-display-window-summary">
+ <title>Location and Marker Display Window</title>
+ <para>
+ This window is used to display, edit and set various Locations and
+ markers within a Session.
+ </para>
+ </section>
- <section id="options-editor-window-summary">
- <title>Options Editor Window</title>
- <para>
- This window is used to set the many global and per-session options for
- Ardour.
- </para>
- </section>
+ <section id="options-editor-window-summary">
+ <title>Options Editor Window</title>
+ <para>
+ This window is used to set the many global and per-session options for
+ Ardour.
+ </para>
+ </section>
- <section id="track-bus-inspector-window-summary">
- <title>Track/Bus Inspector Window</title>
- <para>
- This optional window provides a single point of control for configuring all
- I/O and processing for every track and bus. It doesn't provide anything not
- offered by other windows, but it does group several things together in one
- place. You may prefer to use or not use this window.
- </para>
- </section>
-
- <section id="big-clock-window-summary">
- <title>Big Clock Window</title>
- <para>
- This optional window provides a display of the playhead position in a large
- font, readable from some distance. it can be useful when using Ardour to
- record yourself and you need or want to keep track of time.
- </para>
- </section>
+ <section id="track-bus-inspector-window-summary">
+ <title>Track/Bus Inspector Window</title>
+ <para>
+ This optional window provides a single point of control for
+ configuring all I/O and processing for every track and bus. It doesn't
+ provide anything not offered by other windows, but it does group
+ several things together in one place. You may prefer to use or not use
+ this window.
+ </para>
+ </section>
+ <section id="big-clock-window-summary">
+ <title>Big Clock Window</title>
+ <para>
+ This optional window provides a display of the playhead position in a
+ large font, readable from some distance. it can be useful when using
+ Ardour to record yourself and you need or want to keep track of time.
+ </para>
+ </section>
</section>
diff --git a/manual/xml/midi_configuration.xml b/manual/xml/midi_configuration.xml
index 13dc039273..32eb2c71d1 100644
--- a/manual/xml/midi_configuration.xml
+++ b/manual/xml/midi_configuration.xml
@@ -5,278 +5,295 @@
]>
<section id="sn-midi-configuration">
- <title>Midi Configuration</title>
- <para>
- Although at this time Ardour does not support
- <glossterm linkend="gt-midi">MIDI</glossterm> sequencing, it does support a
- fairly rich set of interactions via MIDI with other devices. In particular:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- Ardour can function as MIDI Time Code (MTC) master or slave
- </para>
- </listitem>
- <listitem>
- <para>
- Ardour can control or be controlled by other devices using MIDI Machine
- Control (MMC)
- </para>
- </listitem>
- <listitem>
- <para>
- Ardour can bind all gain faders, panners, mute/solo/rec-enable buttons and
- all plugin parameters to be controlled by MIDI Continuous Controller (CC)
- or Note On/Off messages.
- </para>
- </listitem>
- <listitem>
- <para>
- Ardour can send MIDI "feedback" whenever gain, pan or plugin state
- changes, so that external motorized control surfaces can reflect parameter
- changes caused by automation etc.
- </para>
- </listitem>
- </itemizedlist>
-
- <section id="specifying-midi-ports">
- <title>Specifying MIDI ports</title>
- <para>
- Ardour does not attempt to discover what MIDI ports exist on your system.
- This is a complex issue, and on systems like Linux and OS X that permit
- virtual ports to be created at any time, it is not trivial to get right
- (although future versions of Ardour may try).
- </para>
-
- <para>
- Instead, the MIDI ports that are available for Ardour to use are defined in
- your <filename>ardour.rc</filename> file. These port definitions are not
- session specific, on the assumption that your system's MIDI hardware
- probably doesn't change much from session to session. The default version
- of this file contains a single port that can be used for inter-application
- MIDI routing as well as MIDI I/O to whatever physical MIDI ports might be
- available on your computer. In many cases, you will not need to change
- them.
- </para>
-
- <para>
- When you first use Ardour, the
+ <title>Midi Configuration</title>
+ <para>
+ Although at this time Ardour does not support
+ <glossterm linkend="gt-midi">MIDI</glossterm> sequencing, it does
+ support a fairly rich set of interactions via MIDI with other devices.
+ In particular:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ Ardour can function as MIDI Time Code (MTC) master or slave
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Ardour can control or be controlled by other devices using MIDI
+ Machine Control (MMC)
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Ardour can bind all gain faders, panners, mute/solo/rec-enable
+ buttons and all plugin parameters to be controlled by MIDI
+ Continuous Controller (CC) or Note On/Off messages.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Ardour can send MIDI "feedback" whenever gain, pan or plugin state
+ changes, so that external motorized control surfaces can reflect
+ parameter changes caused by automation etc.
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <section id="specifying-midi-ports">
+ <title>Specifying MIDI ports</title>
+ <para>
+ Ardour does not attempt to discover what MIDI ports exist on your
+ system. This is a complex issue, and on systems like Linux and OS X
+ that permit virtual ports to be created at any time, it is not trivial
+ to get right (although future versions of Ardour may try).
+ </para>
+
+ <para>
+ Instead, the MIDI ports that are available for Ardour to use are
+ defined in your <filename>ardour.rc</filename> file. These port
+ definitions are not session specific, on the assumption that your
+ system's MIDI hardware probably doesn't change much from session to
+ session. The default version of this file contains a single port that
+ can be used for inter-application MIDI routing as well as MIDI I/O to
+ whatever physical MIDI ports might be available on your computer. In
+ many cases, you will not need to change them.
+ </para>
+
+ <para>
+ When you first use Ardour, the
<!--
xlink linkend="files_and_environment"
-->
- <filename>ardour.rc</filename> file that you will have contains a single
- port definition. It defines a port that is almost guaranteed to be usable
- on your system ((Linux/ALSA users may need to ensure that the
- <filename>snd-seq</filename> kernel module gets loaded - many distributions
- do not do this by default)). This port is a "virtual port" it isn't
- actually a hardware MIDI port, but instead is a software port that can be
- connected to other software ports or to whatever hardware MIDI ports you
- have (see <xref linkend="midi-making-connections"/>).
- </para>
- </section>
+ <filename>ardour.rc</filename> file that you will have contains a
+ single port definition. It defines a port that is almost guaranteed to
+ be usable on your system ((Linux/ALSA users may need to ensure that
+ the <filename>snd-seq</filename> kernel module gets loaded - many
+ distributions do not do this by default)). This port is a "virtual
+ port" it isn't actually a hardware MIDI port, but instead is a
+ software port that can be connected to other software ports or to
+ whatever hardware MIDI ports you have (see
+ <xref linkend="midi-making-connections"/>).
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
- <section id="defining-additional-midi-ports">
- <title>Defining additional MIDI ports</title>
- <para>
- To define additional ports, find the line in <filename>ardour.rc</filename>
- that looks roughly like this:
- </para>
+ <section id="defining-additional-midi-ports">
+ <title>Defining additional MIDI ports</title>
+ <para>
+ To define additional ports, find the line in
+ <filename>ardour.rc</filename> that looks roughly like this:
+ </para>
<screen>
&lt;MIDI-port tag="hw:0" device="/dev/snd/midiC1D0" type="alsa/raw" mode="duplex"/&gt;
</screen>
- <para>
- On OSX/CoreMIDI it would look more like:
- </para>
+ <para>
+ On OSX/CoreMIDI it would look more like:
+ </para>
<screen width="50">
&lt;MIDI-port tag="coremidi" device="ardour" type="coremidi" mode="duplex"/&gt;
</screen>
- <para>
- You can then add another line right after it that looks similar but
- contains a different port definition.
- </para>
-
- <para>
- You will see there are 4 pieces of information required to define a MIDI
- port for use within Ardour. Your port definition
- </para>
-
- <section id="midi-tag">
- <title>Tag</title>
- <para>
- This is just a name of your own choosing. It is how the port will be
- referred to within Ardour. You could use a name that describes what is
- plugged into the port (e.g. "1600x", "Novation"), or a name that describes
- the computer device/system that provides the port (e.g. "HDSP",
- "Sequencer"), or a whimsical name of your own choice (e.g. "bowtie",
- "merlin").
- </para>
- </section>
-
- <section id="midi-type">
- <title>Type</title>
- <para>
- This is an operating system specific identifier that defines what kind of
- port this is. It can be set to one of three values:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- <literal>alsa/raw</literal> - the port corresponds to a physical MIDI
- port that is accessed directly without involving the ALSA MIDI routing
- subsystem.
- </para>
- </listitem>
- <listitem>
- <para>
- <literal>alsa/sequencer</literal> - the port is a virtual port that can
- send and receive MIDI data via the ALSA MIDI routing subsystem.
- </para>
- </listitem>
- <listitem>
- <para>
- <literal>coremidi</literal> - the port is a virtual port that can send
- and receive MIDI data via the CoreMidi inter-application MIDI routing
- subsystem.
- </para>
- </listitem>
- </itemizedlist>
- </section>
-
- <section id="midi-device">
- <title>Device</title>
- <para>
- This is an operating specific and MIDI subsystem-specific name that
- actually identifies the device to be used for MIDI I/O.
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- for a raw ALSA hardware port, it is the name of the device file
- corresponding to the hardware MIDI port. A typical value might be
- <filename>/dev/snd/midiC0D0/</filename>.
- </para>
- </listitem>
- <listitem>
- <para>
- for an ALSA sequencer port, it is an arbitrary name for the port that
- will appear as part of the ALSA MIDI routing system
- </para>
- </listitem>
- <listitem>
- <para>
- for a CoreMIDI port, it is an arbitrary name for the port that will
- appear as in any CoreMIDI port selection dialogs.
- </para>
- </listitem>
- </itemizedlist>
- </section>
-
- <section id="midi-mode">
- <title>Mode</title>
- <para>
- This specifies whether the port is available for input, output or both:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- <literal>read</literal> - the port is available for input only
- </para>
- </listitem>
- <listitem>
- <para>
- <literal>write</literal> - the port is available for output only
- </para>
- </listitem>
- <listitem>
- <para>
- <literal>duplex</literal> - the port is available for input and output
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- You should probably always use <literal>duplex</literal> here. It is rare to need to open a
- port for unidirectional communication only.
- </para>
- </section>
- </section>
-
- <section id="midi-removing-ports">
- <title>Removing Midi Ports</title>
- <para>
- To remove a MIDI port, simply delete the line in your
- <filename>ardour.rc</filename> file that defines it.
- </para>
- </section>
-
- <section id="midi-making-connections">
- <title>Making Connections</title>
- <para>
- If you use actual physical hardware MIDI ports, then establishing
- connections to other MIDI equipment is simply a matter of connecting cables
- correctly. However, if you use "virtual ports" such as those offered by the
- ALSA router/sequencer or CoreMIDI, making connections is slightly more
- involved.
- </para>
-
- <para>
- Ardour does not come with any way of establishing MIDI connections from/to
- other software MIDI ports. This is a difficult task to get right, and
- Ardour may offer something in the future. For now, you need to use an
- external tool that is dedicated to this purpose, much the same way you
- would use a patchbay (audio/MIDI) with physical equipment.
- </para>
-
- <section id="midi-connections-alsa">
- <title>Linux/ALSA</title>
- <para>
- <application>qjackctl</application> (the same program that is recommended
- for controlling JACK) also includes an excellent MIDI connection manager.
- You could also use command line tools such as
- <application>aconnect</application>.
- </para>
- </section>
-
- <section id="midi-connection-osx">
- <title>OSX/CoreMIDI</title>
- <para>
- On OSX/CoreMIDI you need to connect the MIDI ports with a patchbay tool
- such as the excellent MIDI Patchbay from
- <ulink url="http://pete.yandell.com/software/">Pete Yandell</ulink>
- </para>
- </section>
- </section>
-
- <section id="midi-using-midi-ports">
- <title>Using MIDI ports</title>
- <para>
- Each port that is defined in <filename>ardour.rc</filename> can be used for
- any of the following functions:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- MTC input and output
- </para>
- </listitem>
- <listitem>
- <para>
- MMC input and output
- </para>
- </listitem>
- <listitem>
- <para>
- MIDI CC/Note input and output
- </para>
- </listitem>
- </itemizedlist>
- </section>
+ <para>
+ You can then add another line right after it that looks similar but
+ contains a different port definition.
+ </para>
+
+ <para>
+ You will see there are 4 pieces of information required to define a
+ MIDI port for use within Ardour. Your port definition
+ </para>
+
+ <section id="midi-tag">
+ <title>Tag</title>
+ <para>
+ This is just a name of your own choosing. It is how the port will be
+ referred to within Ardour. You could use a name that describes what
+ is plugged into the port (e.g. "1600x", "Novation"), or a name that
+ describes the computer device/system that provides the port (e.g.
+ "HDSP", "Sequencer"), or a whimsical name of your own choice (e.g.
+ "bowtie", "merlin").
+ </para>
+ </section>
+
+ <section id="midi-type">
+ <title>Type</title>
+ <para>
+ This is an operating system specific identifier that defines what
+ kind of port this is. It can be set to one of three values:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ <literal>alsa/raw</literal> - the port corresponds to a physical
+ MIDI port that is accessed directly without involving the ALSA
+ MIDI routing subsystem.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ <literal>alsa/sequencer</literal> - the port is a virtual port
+ that can send and receive MIDI data via the ALSA MIDI routing
+ subsystem.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ <literal>coremidi</literal> - the port is a virtual port that
+ can send and receive MIDI data via the CoreMidi
+ inter-application MIDI routing subsystem.
+ </para>
+ </listitem>
+ </itemizedlist>
+ </section>
+
+ <section id="midi-device">
+ <title>Device</title>
+ <para>
+ This is an operating specific and MIDI subsystem-specific name that
+ actually identifies the device to be used for MIDI I/O.
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ for a raw ALSA hardware port, it is the name of the device file
+ corresponding to the hardware MIDI port. A typical value might
+ be <filename>/dev/snd/midiC0D0/</filename>.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ for an ALSA sequencer port, it is an arbitrary name for the port
+ that will appear as part of the ALSA MIDI routing system
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ for a CoreMIDI port, it is an arbitrary name for the port that
+ will appear as in any CoreMIDI port selection dialogs.
+ </para>
+ </listitem>
+ </itemizedlist>
+ </section>
+
+ <section id="midi-mode">
+ <title>Mode</title>
+ <para>
+ This specifies whether the port is available for input, output or
+ both:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ <literal>read</literal> - the port is available for input only
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ <literal>write</literal> - the port is available for output only
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ <literal>duplex</literal> - the port is available for input and
+ output
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ You should probably always use <literal>duplex</literal> here. It is
+ rare to need to open a port for unidirectional communication only.
+ </para>
+ </section>
+ </section>
+
+ <section id="midi-removing-ports">
+ <title>Removing Midi Ports</title>
+ <para>
+ To remove a MIDI port, simply delete the line in your
+ <filename>ardour.rc</filename> file that defines it.
+ </para>
+ </section>
+
+ <section id="midi-making-connections">
+ <title>Making Connections</title>
+ <para>
+ If you use actual physical hardware MIDI ports, then establishing
+ connections to other MIDI equipment is simply a matter of connecting
+ cables correctly. However, if you use "virtual ports" such as those
+ offered by the ALSA router/sequencer or CoreMIDI, making connections
+ is slightly more involved.
+ </para>
+
+ <para>
+ Ardour does not come with any way of establishing MIDI connections
+ from/to other software MIDI ports. This is a difficult task to get
+ right, and Ardour may offer something in the future. For now, you need
+ to use an external tool that is dedicated to this purpose, much the
+ same way you would use a patchbay (audio/MIDI) with physical
+ equipment.
+ </para>
+
+ <section id="midi-connections-alsa">
+ <title>Linux/ALSA</title>
+ <para>
+ <application>qjackctl</application> (the same program that is
+ recommended for controlling JACK) also includes an excellent MIDI
+ connection manager. You could also use command line tools such as
+ <application>aconnect</application>.
+ </para>
+ </section>
+
+ <section id="midi-connection-osx">
+ <title>OSX/CoreMIDI</title>
+ <para>
+ On OSX/CoreMIDI you need to connect the MIDI ports with a patchbay
+ tool such as the excellent MIDI Patchbay from
+ <ulink url="http://pete.yandell.com/software/">Pete Yandell</ulink>
+ </para>
+ </section>
+ </section>
+
+ <section id="midi-using-midi-ports">
+ <title>Using MIDI ports</title>
+ <para>
+ Each port that is defined in <filename>ardour.rc</filename> can be
+ used for any of the following functions:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ MTC input and output
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ MMC input and output
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ MIDI CC/Note input and output
+ </para>
+ </listitem>
+ </itemizedlist>
+ </section>
</section>
diff --git a/manual/xml/mixer_strip_list.xml b/manual/xml/mixer_strip_list.xml
index 99afa3b21d..ca72916e85 100644
--- a/manual/xml/mixer_strip_list.xml
+++ b/manual/xml/mixer_strip_list.xml
@@ -5,86 +5,91 @@
]>
<section id="mixer-window-strip-list">
- <title> Strip List </title>
- <para>
- The Strip List provides a simple interface to the layout of the mixer strips
- on the mixer. Mixer strips on the mixer have two possible states - visible
- and hidden. Mixer strips can also be placed in any order on the mixer.
- Rearranging the order of the mixer strips has no effect on the signal flow
- of the session. The names of all tracks in your session are listed in their
- current order. Hidden mixer strips are darker in colour than visible ones. A
- single left click on a track name will remove the track's mixer strip from
- the mixer, and changing the colour of the item on the strip list. This
- action has no effect on signal flow. Dragging a track name vertically with
- the left mouse button will rearrange the mixer to reflect the order selected
- when the mouse button is released. Clicking the word "Strip" at
- the top of the strip list will open a drop-down list of shortcuts to actions
- that change the strip list (and consequently the state of the mixer).
- </para>
+ <title> Strip List </title>
+ <para>
+ The Strip List provides a simple interface to the layout of the mixer
+ strips on the mixer. Mixer strips on the mixer have two possible states
+ - visible and hidden. Mixer strips can also be placed in any order on
+ the mixer. Rearranging the order of the mixer strips has no effect on
+ the signal flow of the session. The names of all tracks in your session
+ are listed in their current order. Hidden mixer strips are darker in
+ colour than visible ones. A single left click on a track name will
+ remove the track's mixer strip from the mixer, and changing the colour
+ of the item on the strip list. This action has no effect on signal flow.
+ Dragging a track name vertically with the left mouse button will
+ rearrange the mixer to reflect the order selected when the mouse button
+ is released. Clicking the word "Strip" at the top of the strip list will
+ open a drop-down list of shortcuts to actions that change the strip list
+ (and consequently the state of the mixer).
+ </para>
- <variablelist>
- <title>Strip List Context Menu</title>
- <varlistentry>
- <term><guimenuitem>show all</guimenuitem></term>
- <listitem>
- <para>
- sets all hidden mixer strips to the visible state
- </para>
- </listitem>
- </varlistentry>
+ <variablelist>
+ <title>Strip List Context Menu</title>
+ <varlistentry>
+ <term><guimenuitem>show all</guimenuitem></term>
+ <listitem>
+ <para>
+ sets all hidden mixer strips to the visible state
+ </para>
+ </listitem>
+ </varlistentry>
- <varlistentry>
- <term><guimenuitem>hide all</guimenuitem></term>
- <listitem>
- <para>
- sets all visible mixer strips to the hidden state.
- </para>
- </listitem>
- </varlistentry>
+ <varlistentry>
+ <term><guimenuitem>hide all</guimenuitem></term>
+ <listitem>
+ <para>
+ sets all visible mixer strips to the hidden state.
+ </para>
+ </listitem>
+ </varlistentry>
- <varlistentry>
- <term><guimenuitem>show all AudioTrack Mixer Strips</guimenuitem></term>
- <listitem>
- <para>
- sets all hidden mixer strips that are audio tracks to the visible state
- </para>
- </listitem>
- </varlistentry>
+ <varlistentry>
+ <term><guimenuitem>show all AudioTrack Mixer Strips</guimenuitem></term>
+ <listitem>
+ <para>
+ sets all hidden mixer strips that are audio tracks to the visible
+ state
+ </para>
+ </listitem>
+ </varlistentry>
- <varlistentry>
- <term><guimenuitem>hide all AudioTrack Mixer Strips</guimenuitem></term>
- <listitem>
- <para>
- sets all visible mixer strips that are audio tracks to the hidden state.
- </para>
- </listitem>
- </varlistentry>
+ <varlistentry>
+ <term><guimenuitem>hide all AudioTrack Mixer Strips</guimenuitem></term>
+ <listitem>
+ <para>
+ sets all visible mixer strips that are audio tracks to the hidden
+ state.
+ </para>
+ </listitem>
+ </varlistentry>
- <varlistentry>
- <term><guimenuitem>show all AudioBus Mixer Strips</guimenuitem></term>
- <listitem>
- <para>
- sets all hidden mixer strips that are audio buses to the visible state
- </para>
- </listitem>
- </varlistentry>
+ <varlistentry>
+ <term><guimenuitem>show all AudioBus Mixer Strips</guimenuitem></term>
+ <listitem>
+ <para>
+ sets all hidden mixer strips that are audio buses to the visible
+ state
+ </para>
+ </listitem>
+ </varlistentry>
- <varlistentry>
- <term><guimenuitem>hide all AudioBus Mixer Strips</guimenuitem></term>
- <listitem>
- <para>
- sets all visible mixer strips that are audio buses to the hidden state.
- </para>
- </listitem>
- </varlistentry>
- </variablelist>
+ <varlistentry>
+ <term><guimenuitem>hide all AudioBus Mixer Strips</guimenuitem></term>
+ <listitem>
+ <para>
+ sets all visible mixer strips that are audio buses to the hidden
+ state.
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
- <para>
- At the bottom right of the strip list, a square box provides a method for
- resizing the pane. Holding down the left mouse button while dragging the
- square vertically will move the lower border of the strip list.
- </para>
- <!--
+ <para>
+ At the bottom right of the strip list, a square box provides a method
+ for resizing the pane. Holding down the left mouse button while dragging
+ the square vertically will move the lower border of the strip list.
+ </para>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
diff --git a/manual/xml/mixer_strips.xml b/manual/xml/mixer_strips.xml
index 3c52aa13b4..b381ced49a 100644
--- a/manual/xml/mixer_strips.xml
+++ b/manual/xml/mixer_strips.xml
@@ -7,493 +7,513 @@
<!-- XXX lots to do on this page -->
<section id="mixer-strips">
- <title>Mixer Strips</title>
- <para>
- Each track and bus is represented in the mixer window by a <emphasis>mixer
- strip</emphasis> that contains various controls related to signal flow.
- There are two places in Ardour in which you can see mixer strips. The mixer
- window is the obvious one (and the one we deal with here), but you can also
- view a single mixer strip in the editor window by clicking the
- <guibutton>editor mixer</guibutton> button.
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/mixerstrip.png"/>
- </imageobject>
- </mediaobject>
- <para>
- this image needs replacing with labels and better resolution The mixer strip
- for a bus is essentially identical to the one for an audio track, but it is
- missing certain controls that make no sense - you cannot record into a bus,
- so there is no record enable button, for example.
- </para>
-
- <para>
- The mixer strips are designed to visually model signal flow. The input
- button selects the input of the track that this mixer strip monitors. The
- outputs of the track (the 'tape recorder') are 'hard-wired' to the inputs of
- the mixer strip. Think of the input to the strip starting at the polarity
- switch, flowing down through the prefader inserts/plugins/sends section,
- through the gain fader, past the postfader inserts/plugins/sends section,
- the panner, and out through the output selector. In the case of a bus, there
- is no 'tape machine' inserted between the input selector and the actual
- input of the strip, but the signal flow is identical otherwise.
- </para>
-
- <section id="mixer-strip-narrow-strip-button">
- <title>Narrow Mixer Strip Button</title>
- <para>
- the button on the top left of the mixer strip is labelled with two arrows
- separated by a line. Left clicking this button will reduce the horizontal
- size of the mixer strip. Clicking it again will restore the previous size.
- The first click also has the effect of shortening the names of controls.
- Plugin lists become very small in this mode, however more faders are
- accessible without scrolling. Your needs may vary, hence the existence of
- this button.
- </para>
- </section>
-
- <section id="mixer-strip-hide-button">
- <title>Hide Button</title>
- <para>
- The button opposite the <emphasis>Narrow Mixer Strip Button</emphasis>
- hides the mixer strip from view. this button has no effect on signal flow
- or muting. When a mixer strip is hidden, it's entry in the strips list is
- darkened. To restore the mixer strip to the visible state, click it's entry
- in the strip list with the left mouse button.
- </para>
- </section>
-
- <section id="mixer-strip-track-name">
- <title>Track Name</title>
- <para>
- The track name displays the current name of the track as displayed in the
- editor window. right-clicking on the name brings up a drop-down menu that
- allows you to rename, activate, deactivate and remove the track. Selecting
- <guimenuitem>Rename</guimenuitem> opens a new window displaying the name of
- the track. to change it, type your change and press ok. to leave it
- unaltered, press cancel. Selecting <guimenuitem>remove</guimenuitem> opens
- a new window asking for confirmation of your track removal request.
- removing a track removes that track from the project. If the playlist used
- by the removed track is not used by any other track, it will also be
- removed.
- </para>
- </section>
-
- <section id="mixer-strip-group-button">
- <title>Group Button</title>
- <para>
- The group button displays the name of the currently selected mix group. if
- no group is selected, it will read no group. when clicked, a drop-down menu
- appears which lists the current mixer groups, along with the option no
- group. if a group is selected, any fader movement on one of the group
- member faders will be translated to the other members of the group.
- </para>
- </section>
-
- <section id="mixer-strip-input-selector">
- <title>Input Selector</title>
- <para>
- The input selector allows you to assign hardware or software inputs to the
- track that this mixer strip monitors. clicking on the input box makes a
- drop-down menu appear which lists ready-made combinations of jack ports,
- along with the options disconnect and edit. You can either select a preset
- hardware input combination from the drop-down list, or select
- <guimenuitem>edit</guimenuitem> to open the input selector window which
- allows finer control, such as changing the number of inputs to the track or
- using software devices as inputs. For more information on this window, see
- <xref linkend="sn-other-windows"/>. <guibutton>Disconnect</guibutton>
- removes all input assignments while leaving the number of ports untouched.
- </para>
- </section>
-
- <section id="mixer-strip-polarity-button">
- <title>Polarity Button</title>
- <para>
- The polarity button, when pressed, inverts the phase of the signal as it
- leaves the track and enters the mixer strip. it has no effect on the signal
- being recorded to disk. It has no effect on the timing of the signal,
- either.
- </para>
- </section>
-
- <section id="mixer-strip-solo-button">
- <title>Solo Button</title>
- <para>
- The solo button puts the mixer strip in solo mode. the solo indicator in
- the editor window will flash if any mixer strip is set to solo, and only
- those tracks that are set in solo will be routed through the system.
- </para>
- </section>
-
- <section id="mixer-strip-mute-button">
- <title>Mute Button</title>
- <para>
- The mute button mutes the output of the mixer strip.
- </para>
- </section>
-
- <section id="mixer-strip-track-speed-control">
- <title>Track Speed Control</title>
- <para>
- The track speed allows a varispeed setting to be applied to the track. a
- setting of <literal>1.0</literal> corresponds to the normal playback speed
- of the session. a setting of <literal>0.5</literal> will play at half
- normal playback speed. when altered, the track will be redrawn to reflect
- the new position of the audio resulting from the speed change. The Track
- Speed Control has three decimal places of precision. A left or right click
- on the displayed number will raise or lower the track speed by 0.1%. when
- the speed is not exactly 1, the display will be coloured red. Hovering over
- the displayed number will allow you to use the mouse wheel to set the
- desired speed. A middle click on the displayed number will return the speed
- to exactly 1.
- </para>
-
- <para></para>
- </section>
-
- <section id="mixer-strip-record-enable-button">
- <title>Record Enable Button</title>
- <para>
- The record enable button arms the track for recording. pressing this will
- change the way you monitor and meter the selected input signal depending on
- the state of the monitoring settings in the options editor, as well as the
- auto input setting in the editor.
- </para>
- </section>
-
- <section id="mixer-strip-automation-mode-buttons">
- <title>Automation Mode Buttons</title>
- <para>
- The automation mode buttons allow you to select a fader or pan automation
- mode from a drop-down list. see <xref linkend="sn-automation"/> for more
- information about automation modes.
- </para>
- </section>
-
- <section id="mixer-strip-redirect-boxes">
- <title>Redirect Boxes</title>
- <para>
- These dark areas above and below the fader allow you to place inserts,
- sends and plugins into the signal path before and after the fader
- respectively. you may also easily reorder them whilst playing.
- collectively, the objects that belong in these boxes are called redirects.
- If there are redirects present in the channel, they can be reordered by
- dragging them vertically. because plugins and inserts can have different
- numbers of inputs to outputs, sometimes you may reach a situation where the
- inputs and outputs cannot be all connected sensibly. in this case, your
- reordering change will be disallowed by the program.
- </para>
-
- <para>
- Right clicking within the dark area will bring up a drop-down menu which
- allows you to manipulate the redirects in various ways.
- </para>
-
- <variablelist>
- <title>Redirect Boxes</title>
- <varlistentry>
- <term><guimenuitem>new plugin</guimenuitem></term>
- <listitem>
- <para>
- selecting new plugin will open a dialog which lists the plugins
- available on your system. selecting a plugin which is compatible with
- the number of streams in the channel at that point will result in the
- plugin being placed in the redirect box in an inactive state. this is
- indicated by the brackets around the plugin name. double-clicking the
- plugin name will bring up a window that allows you to control the
- parameters of the plugin statically (including bypass) or using
- automation. all plugins that report their latency are time-compensated
- automatically in ardour.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guimenuitem>new insert</guimenuitem></term>
- <listitem>
- <para>
- places at least two new jack ports at that point in the mixer strip (one
- input, one output). these ports will then be available to any jack
- client (including Ardour itself), allowing another program (or channels
- within another program) to be inserted across the channel. hardware
- ports may also, of course, be used, allowing the insertion of outboard
- equipment. the insert will then appear in the redirect box in brackets
- indicating that it is inactive. to activate or deactivate an insert,
- right-click on it and select activate. double-clicking on the insert
- will bring up a dialog which allows to to assign its inputs and outputs
- to other jack ports.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guimenuitem>new send</guimenuitem></term>
- <listitem>
- <para>
- selecting new send will first bring up a dialog box that enables you to
- select the number of outputs the send has, along with the destination of
- each output. closing this dialog will reveal the name of the send in
- brackets, indicating that it is inactive. to activate the send, right
- click on it and select Activate. double-clicking on the send brings up
- the previous dialog, which will now include a fader which is provided
- for level control.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guimenuitem>clear</guimenuitem></term>
- <listitem>
- <para>
- selecting clear in the menu removes all redirects from the mixer strip
- (pre and post fader). you can remove an individual redirect by holding
- the shift key and right clicking it.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guimenuitem>cut</guimenuitem>, <guimenuitem>copy</guimenuitem>, <guimenuitem>paste</guimenuitem></term>
- <listitem>
- <para>
- these items allow you to cut, copy and paste plugins, including their
- current settings, between Redirect Boxes.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guimenuitem>rename</guimenuitem></term>
- <listitem>
- <para>
- selecting rename will bring up a dialog displaying the name of the
- selected redirect. change the name by typing into the text area and
- pressing ok.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guimenuitem>select all/deselect all</guimenuitem></term>
- <listitem>
- <para>
- these two options select or deselect all plugins in the channel. this
- could be used, for instance, in preparation to copy all plugins from a
- channel to another one, along with the current settings.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guimenuitem>activate/deactivate</guimenuitem></term>
- <listitem>
- <para>
- selecting either of these will activate or deactivate the currently
- selected redirect(s) respectively. deactivate is the equivalent of
- <guimenuitem>bypass</guimenuitem>.
- </para>
- <note>
- <para>
- note that you can bypass a plugin from it's parameter window as well as
- from here.
- </para>
- </note>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guimenuitem>activate all/deactivate all</guimenuitem></term>
- <listitem>
- <para>
- selecting either of these will activate or deactivate all redirect(s) in
- the mixer strip respectively. deactivate is the equivalent of
- <guimenuitem>bypass</guimenuitem> if you're a plugin.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guimenuitem>edit</guimenuitem></term>
- <listitem>
- <para>
- selecting edit brings up the controls relevent to the selected redirect.
- this is the equivalent to holding control and right-clicking on a
- redirect. note that the right click method will not bring up the
- controls of the selected redirect, only the one beneath the mouse
- pointer.
- </para>
- </listitem>
- </varlistentry>
- </variablelist>
- </section>
-
- <section id="mixer-strip-pre-post-input-button">
- <title>Pre/Post/Input Button</title>
- <para>
- This button cycles between three metering modes, which determine which
- signal is fed to the meters. the modes are pre-fader (the signal at the
- input to the fader), post-fader and input (the level at the track input).
- left clicking cycles through the three modes one step at a time, while
- middle-clicking alternates between the current setting and the setting two
- steps ahead. this allows one-click direct a/b comparison between all
- available monitoring points.
- </para>
- </section>
-
- <section id="mixer-strip-gain-display">
- <title>Gain Display</title>
- <para>
- this control displays the current gain of the fader to the nearest 0.1dB.
- left clicking on the value will lower the gain by an amount dependent upon
- the fader position the graduations become smaller as the fader nears 0dB
- gain. right clicking increases the gain by the same amount. middle clicking
- resets the gain to 0dB.
- </para>
- </section>
-
- <section id="mixer-strip-unit-selector">
- <title>Unit Selector</title>
- <para>
- Right clicking on the meter bars allows you to select the range of signal
- levels displayed by the meters. the selected range will be displayed as a
- column of numbers next to the meter. /*XXX this feature is currently not
- working*/ Gain Level Display
- </para>
- </section>
-
- <section id="mixer-strip-peak-meter">
- <title>Peak Meter</title>
- <para>
- This control displays the highest peak since the last peak meter reset.
- Resetting the peak meter is achieved by left-clicking the displayed number.
- The peak meter monitors the signal selected by the <emphasis>Pre/Post/Input
- Button</emphasis> .. the same signal as the meters. It should be noted here
- that 0dBfs corresponds a value equal to the maximum input or output level
- of your audio hardware, independent of it's bit depth.
- </para>
- </section>
-
- <section id="mixer-strip-gain-fader">
- <title>Gain Fader</title>
- <para>
- The fader changes the signal level within the mixer strip before the
- post-fader plugins, which are before the output ports. 6dB of gain is
- allowed. there are several shortcuts available for the fader. Using the
- scroll wheel of your mouse while hovering above the fader will coarsely
- change its position. Holding the control key whilst mouse wheeling will
- give you finer control. Holding the shift key and clicking the fader will
- reset it to unity gain. Holding control and pressing the middle mouse
- button whilst over the fader will allow you to bind a midi control to it,
- provided you have an available midi device set in the options menu.
- </para>
- </section>
-
- <section id="mixer-strip-meters">
- <title>Meters</title>
- <para>
- The number of meters displayed next to the fader is dependent on the number
- of inputs or outputs the channel has, whichever is greater. The meters
- provide a colour-graduated scale from -50 dBfs to +6dBfs. They display the
- instantaneous value of the signal at the monitoring point selected by the
- Pre/Post/Input button. 0dBfs corresponds a value equal to the maximum input
- or output level of your audio hardware, independent of it's bit depth.
- Exceeding 0dBfs does not correspond to running out of headroom within the
- mixer, or in any signal path subsequent to that point within the Jack
- server. It merely means that if that signal is connected directly to a
- hardware port whose resolution is less than the 32-bit floating point
- resolution that Ardour uses (i.e. a soundcard), then that port will exceed
- it's maximum output level, resulting in distortion. hitting 0dB within the
- mixer (or any point in the Jack server) means that you have approximately
- 100dB of headroom remaining. as it is unlikely that you will reach this
- point, it is not represented in any special way by the meter. Naturally, if
- the input is selected as the monitoring point for the meter, exceeding
- 0dBfs means that the input of your a/d converter has clipped.
- </para>
- </section>
-
- <section id="mixer-strip-panner">
- <title>Panner</title>
- <para>
- The panner in Ardour is actually two panners. Because any mixer strip in
- Ardour can route any number of streams of audio anywhere, the idea of
- panning can be a complex one. To allow for the current stereo-centric
- mainstream world as well as the multi-speaker experimental one, one of two
- styles of panner will appear here depending on the number of outputs the
- channel strip has. In the simple case of mono channel input / stereo
- output, a single panner will be present. The current pan position is
- represented by a dot (the dot is the audio stream) which lies between the
- letters 'L' and 'R', which represent the left and right outputs
- respectively. To change the panning position of the stream, move the mouse
- while holding down the left mouse button. the dot will follow your mouse
- pointer. To introduce sudden changes to the pan setting, place the mouse
- pointer over the desired position and click the middle mouse button. The
- pan control will immediately snap to the mouse pointer position. The panner
- may be bypassed by right-clicking the control and selecting
- <guimenuitem>bypass</guimenuitem> from the drop-down menu. The panner will
- immediately be bypassed. The increased level you notice when the panner is
- bypassed is due to the way panning works. It is not a bug. <emphasis>XXX
- what gain law is used in the panner?</emphasis>
- </para>
-
- <para>
- In the case of a stereo input / stereo output combination, two panning
- controls will appear, one corresponding to each audio stream. You can
- <emphasis>link</emphasis> the controls together in two different ways in
- this situation, using the direction arrows next to the
- <guibutton>link</guibutton> button. Panners can be linked to travel either
- in opposite directions or to maintain a consistent stereo width across the
- travel of the control. These two modes are represented by the orientation
- of the two arrows next to the <guibutton>link</guibutton> button, which
- point in either the same or opposite directions. The
- <guibutton>link</guibutton> button must be engaged before you can change
- the <emphasis>link</emphasis> mode. To link all the panners in a mixer
- strip, left-click the <guibutton>link</guibutton> button, then select the
- desired link mode by pressing the button marked with arrows.
- </para>
-
- <para>
- Let's get a little more complicated by adding another output to the mixer
- strip. From this point onwards, the panning positions are represented with
- numbered dots on a square field. Orange dots represent the outputs, and the
- numbered dots represent the streams. the position of the outputs change
- according to the number of outputs in the strip. This happens in order to
- allow the most useful arrangement of the available space. At some point,
- adding an output will cause the outputs to line up from the top left of the
- panning square towards the centre. this is to allow for the 'multi-speaker
- big sweep' to occur - where the sound is panned from speaker to speaker
- around the room in sequence.
- </para>
-
- <para>
- Don't forget that you can bypass the panner by right clicking and selecting
- <guimenuitem>bypass</guimenuitem> from the drop-down menu. this may
- simplify your multi-speaker setup, as often in this type of project panning
- between all speakers or outputs is not required on all tracks.
- </para>
- </section>
-
- <section id="mixer-strip-output-selector">
- <title>Output Selector</title>
- <para>
- The output selector allows you to assign the outputs of each mixer strip.
- left-clicking the output selector causes a ready-made list of output ports
- to appear in a drop-down menu, along with edit and disconnect options.
- Selecting <guimenuitem>Edit</guimenuitem> will allow you to change the
- number of outputs the channel has, as well as select software and hardware
- ports to route signals to. For more information on the window that appears
- when you select this option, see the <xref linkend="sn-other-windows"/>.
- <guimenuitem>Disconnect</guimenuitem> will leave the number of output ports
- unchanged, but remove all assignments to output ports.
- </para>
- </section>
-
- <section id="mixer-strip-scratch-pad">
- <title>Scratch Pad</title>
- <para>
- This is the text area below the <guibutton>output</guibutton> button. it
- allows you to enter any notes that you feel may be relevant to that track.
- The notes are stored when you save the session.
- </para>
- </section>
+ <title>Mixer Strips</title>
+ <para>
+ Each track and bus is represented in the mixer window by a
+ <emphasis>mixer strip</emphasis> that contains various controls related
+ to signal flow. There are two places in Ardour in which you can see
+ mixer strips. The mixer window is the obvious one (and the one we deal
+ with here), but you can also view a single mixer strip in the editor
+ window by clicking the <guibutton>editor mixer</guibutton> button.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/mixerstrip.png"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ this image needs replacing with labels and better resolution The mixer
+ strip for a bus is essentially identical to the one for an audio track,
+ but it is missing certain controls that make no sense - you cannot
+ record into a bus, so there is no record enable button, for example.
+ </para>
+
+ <para>
+ The mixer strips are designed to visually model signal flow. The input
+ button selects the input of the track that this mixer strip monitors.
+ The outputs of the track (the 'tape recorder') are 'hard-wired' to the
+ inputs of the mixer strip. Think of the input to the strip starting at
+ the polarity switch, flowing down through the prefader
+ inserts/plugins/sends section, through the gain fader, past the
+ postfader inserts/plugins/sends section, the panner, and out through the
+ output selector. In the case of a bus, there is no 'tape machine'
+ inserted between the input selector and the actual input of the strip,
+ but the signal flow is identical otherwise.
+ </para>
+
+ <section id="mixer-strip-narrow-strip-button">
+ <title>Narrow Mixer Strip Button</title>
+ <para>
+ the button on the top left of the mixer strip is labelled with two
+ arrows separated by a line. Left clicking this button will reduce the
+ horizontal size of the mixer strip. Clicking it again will restore the
+ previous size. The first click also has the effect of shortening the
+ names of controls. Plugin lists become very small in this mode,
+ however more faders are accessible without scrolling. Your needs may
+ vary, hence the existence of this button.
+ </para>
+ </section>
+
+ <section id="mixer-strip-hide-button">
+ <title>Hide Button</title>
+ <para>
+ The button opposite the <emphasis>Narrow Mixer Strip Button</emphasis>
+ hides the mixer strip from view. this button has no effect on signal
+ flow or muting. When a mixer strip is hidden, it's entry in the strips
+ list is darkened. To restore the mixer strip to the visible state,
+ click it's entry in the strip list with the left mouse button.
+ </para>
+ </section>
+
+ <section id="mixer-strip-track-name">
+ <title>Track Name</title>
+ <para>
+ The track name displays the current name of the track as displayed in
+ the editor window. right-clicking on the name brings up a drop-down
+ menu that allows you to rename, activate, deactivate and remove the
+ track. Selecting <guimenuitem>Rename</guimenuitem> opens a new window
+ displaying the name of the track. to change it, type your change and
+ press ok. to leave it unaltered, press cancel. Selecting
+ <guimenuitem>remove</guimenuitem> opens a new window asking for
+ confirmation of your track removal request. removing a track removes
+ that track from the project. If the playlist used by the removed track
+ is not used by any other track, it will also be removed.
+ </para>
+ </section>
+
+ <section id="mixer-strip-group-button">
+ <title>Group Button</title>
+ <para>
+ The group button displays the name of the currently selected mix
+ group. if no group is selected, it will read no group. when clicked, a
+ drop-down menu appears which lists the current mixer groups, along
+ with the option no group. if a group is selected, any fader movement
+ on one of the group member faders will be translated to the other
+ members of the group.
+ </para>
+ </section>
+
+ <section id="mixer-strip-input-selector">
+ <title>Input Selector</title>
+ <para>
+ The input selector allows you to assign hardware or software inputs to
+ the track that this mixer strip monitors. clicking on the input box
+ makes a drop-down menu appear which lists ready-made combinations of
+ jack ports, along with the options disconnect and edit. You can either
+ select a preset hardware input combination from the drop-down list, or
+ select <guimenuitem>edit</guimenuitem> to open the input selector
+ window which allows finer control, such as changing the number of
+ inputs to the track or using software devices as inputs. For more
+ information on this window, see <xref linkend="sn-other-windows"/>.
+ <guibutton>Disconnect</guibutton> removes all input assignments while
+ leaving the number of ports untouched.
+ </para>
+ </section>
+
+ <section id="mixer-strip-polarity-button">
+ <title>Polarity Button</title>
+ <para>
+ The polarity button, when pressed, inverts the phase of the signal as
+ it leaves the track and enters the mixer strip. it has no effect on
+ the signal being recorded to disk. It has no effect on the timing of
+ the signal, either.
+ </para>
+ </section>
+
+ <section id="mixer-strip-solo-button">
+ <title>Solo Button</title>
+ <para>
+ The solo button puts the mixer strip in solo mode. the solo indicator
+ in the editor window will flash if any mixer strip is set to solo, and
+ only those tracks that are set in solo will be routed through the
+ system.
+ </para>
+ </section>
+
+ <section id="mixer-strip-mute-button">
+ <title>Mute Button</title>
+ <para>
+ The mute button mutes the output of the mixer strip.
+ </para>
+ </section>
+
+ <section id="mixer-strip-track-speed-control">
+ <title>Track Speed Control</title>
+ <para>
+ The track speed allows a varispeed setting to be applied to the track.
+ a setting of <literal>1.0</literal> corresponds to the normal playback
+ speed of the session. a setting of <literal>0.5</literal> will play at
+ half normal playback speed. when altered, the track will be redrawn to
+ reflect the new position of the audio resulting from the speed change.
+ The Track Speed Control has three decimal places of precision. A left
+ or right click on the displayed number will raise or lower the track
+ speed by 0.1%. when the speed is not exactly 1, the display will be
+ coloured red. Hovering over the displayed number will allow you to use
+ the mouse wheel to set the desired speed. A middle click on the
+ displayed number will return the speed to exactly 1.
+ </para>
+
+ <para></para>
+ </section>
+
+ <section id="mixer-strip-record-enable-button">
+ <title>Record Enable Button</title>
+ <para>
+ The record enable button arms the track for recording. pressing this
+ will change the way you monitor and meter the selected input signal
+ depending on the state of the monitoring settings in the options
+ editor, as well as the auto input setting in the editor.
+ </para>
+ </section>
+
+ <section id="mixer-strip-automation-mode-buttons">
+ <title>Automation Mode Buttons</title>
+ <para>
+ The automation mode buttons allow you to select a fader or pan
+ automation mode from a drop-down list. see
+ <xref linkend="sn-automation"/> for more information about automation
+ modes.
+ </para>
+ </section>
+
+ <section id="mixer-strip-redirect-boxes">
+ <title>Redirect Boxes</title>
+ <para>
+ These dark areas above and below the fader allow you to place inserts,
+ sends and plugins into the signal path before and after the fader
+ respectively. you may also easily reorder them whilst playing.
+ collectively, the objects that belong in these boxes are called
+ redirects. If there are redirects present in the channel, they can be
+ reordered by dragging them vertically. because plugins and inserts can
+ have different numbers of inputs to outputs, sometimes you may reach a
+ situation where the inputs and outputs cannot be all connected
+ sensibly. in this case, your reordering change will be disallowed by
+ the program.
+ </para>
+
+ <para>
+ Right clicking within the dark area will bring up a drop-down menu
+ which allows you to manipulate the redirects in various ways.
+ </para>
+
+ <variablelist>
+ <title>Redirect Boxes</title>
+ <varlistentry>
+ <term><guimenuitem>new plugin</guimenuitem></term>
+ <listitem>
+ <para>
+ selecting new plugin will open a dialog which lists the plugins
+ available on your system. selecting a plugin which is compatible
+ with the number of streams in the channel at that point will
+ result in the plugin being placed in the redirect box in an
+ inactive state. this is indicated by the brackets around the
+ plugin name. double-clicking the plugin name will bring up a
+ window that allows you to control the parameters of the plugin
+ statically (including bypass) or using automation. all plugins
+ that report their latency are time-compensated automatically in
+ ardour.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guimenuitem>new insert</guimenuitem></term>
+ <listitem>
+ <para>
+ places at least two new jack ports at that point in the mixer
+ strip (one input, one output). these ports will then be
+ available to any jack client (including Ardour itself), allowing
+ another program (or channels within another program) to be
+ inserted across the channel. hardware ports may also, of course,
+ be used, allowing the insertion of outboard equipment. the
+ insert will then appear in the redirect box in brackets
+ indicating that it is inactive. to activate or deactivate an
+ insert, right-click on it and select activate. double-clicking
+ on the insert will bring up a dialog which allows to to assign
+ its inputs and outputs to other jack ports.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guimenuitem>new send</guimenuitem></term>
+ <listitem>
+ <para>
+ selecting new send will first bring up a dialog box that enables
+ you to select the number of outputs the send has, along with the
+ destination of each output. closing this dialog will reveal the
+ name of the send in brackets, indicating that it is inactive. to
+ activate the send, right click on it and select Activate.
+ double-clicking on the send brings up the previous dialog, which
+ will now include a fader which is provided for level control.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guimenuitem>clear</guimenuitem></term>
+ <listitem>
+ <para>
+ selecting clear in the menu removes all redirects from the mixer
+ strip (pre and post fader). you can remove an individual
+ redirect by holding the shift key and right clicking it.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guimenuitem>cut</guimenuitem>, <guimenuitem>copy</guimenuitem>, <guimenuitem>paste</guimenuitem></term>
+ <listitem>
+ <para>
+ these items allow you to cut, copy and paste plugins, including
+ their current settings, between Redirect Boxes.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guimenuitem>rename</guimenuitem></term>
+ <listitem>
+ <para>
+ selecting rename will bring up a dialog displaying the name of
+ the selected redirect. change the name by typing into the text
+ area and pressing ok.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guimenuitem>select all/deselect all</guimenuitem></term>
+ <listitem>
+ <para>
+ these two options select or deselect all plugins in the channel.
+ this could be used, for instance, in preparation to copy all
+ plugins from a channel to another one, along with the current
+ settings.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guimenuitem>activate/deactivate</guimenuitem></term>
+ <listitem>
+ <para>
+ selecting either of these will activate or deactivate the
+ currently selected redirect(s) respectively. deactivate is the
+ equivalent of <guimenuitem>bypass</guimenuitem>.
+ </para>
+
+ <note>
+ <para>
+ note that you can bypass a plugin from it's parameter window
+ as well as from here.
+ </para>
+ </note>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guimenuitem>activate all/deactivate all</guimenuitem></term>
+ <listitem>
+ <para>
+ selecting either of these will activate or deactivate all
+ redirect(s) in the mixer strip respectively. deactivate is the
+ equivalent of <guimenuitem>bypass</guimenuitem> if you're a
+ plugin.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guimenuitem>edit</guimenuitem></term>
+ <listitem>
+ <para>
+ selecting edit brings up the controls relevent to the selected
+ redirect. this is the equivalent to holding control and
+ right-clicking on a redirect. note that the right click method
+ will not bring up the controls of the selected redirect, only
+ the one beneath the mouse pointer.
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </section>
+
+ <section id="mixer-strip-pre-post-input-button">
+ <title>Pre/Post/Input Button</title>
+ <para>
+ This button cycles between three metering modes, which determine which
+ signal is fed to the meters. the modes are pre-fader (the signal at
+ the input to the fader), post-fader and input (the level at the track
+ input). left clicking cycles through the three modes one step at a
+ time, while middle-clicking alternates between the current setting and
+ the setting two steps ahead. this allows one-click direct a/b
+ comparison between all available monitoring points.
+ </para>
+ </section>
+
+ <section id="mixer-strip-gain-display">
+ <title>Gain Display</title>
+ <para>
+ this control displays the current gain of the fader to the nearest
+ 0.1dB. left clicking on the value will lower the gain by an amount
+ dependent upon the fader position the graduations become smaller as
+ the fader nears 0dB gain. right clicking increases the gain by the
+ same amount. middle clicking resets the gain to 0dB.
+ </para>
+ </section>
+
+ <section id="mixer-strip-unit-selector">
+ <title>Unit Selector</title>
+ <para>
+ Right clicking on the meter bars allows you to select the range of
+ signal levels displayed by the meters. the selected range will be
+ displayed as a column of numbers next to the meter. /*XXX this feature
+ is currently not working*/ Gain Level Display
+ </para>
+ </section>
+
+ <section id="mixer-strip-peak-meter">
+ <title>Peak Meter</title>
+ <para>
+ This control displays the highest peak since the last peak meter
+ reset. Resetting the peak meter is achieved by left-clicking the
+ displayed number. The peak meter monitors the signal selected by the
+ <emphasis>Pre/Post/Input Button</emphasis> .. the same signal as the
+ meters. It should be noted here that 0dBfs corresponds a value equal
+ to the maximum input or output level of your audio hardware,
+ independent of it's bit depth.
+ </para>
+ </section>
+
+ <section id="mixer-strip-gain-fader">
+ <title>Gain Fader</title>
+ <para>
+ The fader changes the signal level within the mixer strip before the
+ post-fader plugins, which are before the output ports. 6dB of gain is
+ allowed. there are several shortcuts available for the fader. Using
+ the scroll wheel of your mouse while hovering above the fader will
+ coarsely change its position. Holding the control key whilst mouse
+ wheeling will give you finer control. Holding the shift key and
+ clicking the fader will reset it to unity gain. Holding control and
+ pressing the middle mouse button whilst over the fader will allow you
+ to bind a midi control to it, provided you have an available midi
+ device set in the options menu.
+ </para>
+ </section>
+
+ <section id="mixer-strip-meters">
+ <title>Meters</title>
+ <para>
+ The number of meters displayed next to the fader is dependent on the
+ number of inputs or outputs the channel has, whichever is greater. The
+ meters provide a colour-graduated scale from -50 dBfs to +6dBfs. They
+ display the instantaneous value of the signal at the monitoring point
+ selected by the Pre/Post/Input button. 0dBfs corresponds a value equal
+ to the maximum input or output level of your audio hardware,
+ independent of it's bit depth. Exceeding 0dBfs does not correspond to
+ running out of headroom within the mixer, or in any signal path
+ subsequent to that point within the Jack server. It merely means that
+ if that signal is connected directly to a hardware port whose
+ resolution is less than the 32-bit floating point resolution that
+ Ardour uses (i.e. a soundcard), then that port will exceed it's
+ maximum output level, resulting in distortion. hitting 0dB within the
+ mixer (or any point in the Jack server) means that you have
+ approximately 100dB of headroom remaining. as it is unlikely that you
+ will reach this point, it is not represented in any special way by the
+ meter. Naturally, if the input is selected as the monitoring point for
+ the meter, exceeding 0dBfs means that the input of your a/d converter
+ has clipped.
+ </para>
+ </section>
+
+ <section id="mixer-strip-panner">
+ <title>Panner</title>
+ <para>
+ The panner in Ardour is actually two panners. Because any mixer strip
+ in Ardour can route any number of streams of audio anywhere, the idea
+ of panning can be a complex one. To allow for the current
+ stereo-centric mainstream world as well as the multi-speaker
+ experimental one, one of two styles of panner will appear here
+ depending on the number of outputs the channel strip has. In the
+ simple case of mono channel input / stereo output, a single panner
+ will be present. The current pan position is represented by a dot (the
+ dot is the audio stream) which lies between the letters 'L' and 'R',
+ which represent the left and right outputs respectively. To change the
+ panning position of the stream, move the mouse while holding down the
+ left mouse button. the dot will follow your mouse pointer. To
+ introduce sudden changes to the pan setting, place the mouse pointer
+ over the desired position and click the middle mouse button. The pan
+ control will immediately snap to the mouse pointer position. The
+ panner may be bypassed by right-clicking the control and selecting
+ <guimenuitem>bypass</guimenuitem> from the drop-down menu. The panner
+ will immediately be bypassed. The increased level you notice when the
+ panner is bypassed is due to the way panning works. It is not a bug.
+ <emphasis>XXX what gain law is used in the panner?</emphasis>
+ </para>
+
+ <para>
+ In the case of a stereo input / stereo output combination, two panning
+ controls will appear, one corresponding to each audio stream. You can
+ <emphasis>link</emphasis> the controls together in two different ways
+ in this situation, using the direction arrows next to the
+ <guibutton>link</guibutton> button. Panners can be linked to travel
+ either in opposite directions or to maintain a consistent stereo width
+ across the travel of the control. These two modes are represented by
+ the orientation of the two arrows next to the
+ <guibutton>link</guibutton> button, which point in either the same or
+ opposite directions. The <guibutton>link</guibutton> button must be
+ engaged before you can change the <emphasis>link</emphasis> mode. To
+ link all the panners in a mixer strip, left-click the
+ <guibutton>link</guibutton> button, then select the desired link mode
+ by pressing the button marked with arrows.
+ </para>
+
+ <para>
+ Let's get a little more complicated by adding another output to the
+ mixer strip. From this point onwards, the panning positions are
+ represented with numbered dots on a square field. Orange dots
+ represent the outputs, and the numbered dots represent the streams.
+ the position of the outputs change according to the number of outputs
+ in the strip. This happens in order to allow the most useful
+ arrangement of the available space. At some point, adding an output
+ will cause the outputs to line up from the top left of the panning
+ square towards the centre. this is to allow for the 'multi-speaker big
+ sweep' to occur - where the sound is panned from speaker to speaker
+ around the room in sequence.
+ </para>
+
+ <para>
+ Don't forget that you can bypass the panner by right clicking and
+ selecting <guimenuitem>bypass</guimenuitem> from the drop-down menu.
+ this may simplify your multi-speaker setup, as often in this type of
+ project panning between all speakers or outputs is not required on all
+ tracks.
+ </para>
+ </section>
+
+ <section id="mixer-strip-output-selector">
+ <title>Output Selector</title>
+ <para>
+ The output selector allows you to assign the outputs of each mixer
+ strip. left-clicking the output selector causes a ready-made list of
+ output ports to appear in a drop-down menu, along with edit and
+ disconnect options. Selecting <guimenuitem>Edit</guimenuitem> will
+ allow you to change the number of outputs the channel has, as well as
+ select software and hardware ports to route signals to. For more
+ information on the window that appears when you select this option,
+ see the <xref linkend="sn-other-windows"/>.
+ <guimenuitem>Disconnect</guimenuitem> will leave the number of output
+ ports unchanged, but remove all assignments to output ports.
+ </para>
+ </section>
+
+ <section id="mixer-strip-scratch-pad">
+ <title>Scratch Pad</title>
+ <para>
+ This is the text area below the <guibutton>output</guibutton> button.
+ it allows you to enter any notes that you feel may be relevant to that
+ track. The notes are stored when you save the session.
+ </para>
+ </section>
</section>
diff --git a/manual/xml/mixer_window.xml b/manual/xml/mixer_window.xml
index 35a50c795f..8346773ee8 100644
--- a/manual/xml/mixer_window.xml
+++ b/manual/xml/mixer_window.xml
@@ -5,81 +5,85 @@
]>
<section id="sn-mixer-window">
- <title>The Mixer</title>
- <para>
- The mixer window provides a view of the session that mimics a traditional
- hardware mixing console. Rather than focusing on the arranging of regions
- along a timeline, the mixer is designed to allow you to manipulate the
- signal flow elements of a session - gain control, plugins, bussing and so
- forth.
- </para>
+ <title>The Mixer</title>
+ <para>
+ The mixer window provides a view of the session that mimics a
+ traditional hardware mixing console. Rather than focusing on the
+ arranging of regions along a timeline, the mixer is designed to allow
+ you to manipulate the signal flow elements of a session - gain control,
+ plugins, bussing and so forth.
+ </para>
- <para>
- The left area of the mixer contains three small vertical panes which allow
- various operations to be made on the larger area, which of course represents
- a mixing console.
- </para>
+ <para>
+ The left area of the mixer contains three small vertical panes which
+ allow various operations to be made on the larger area, which of course
+ represents a mixing console.
+ </para>
- <para>
- The lines that outline the three smaller panes all have a small square near
- their vertices. This square can be used to resize the four panes that form
- the mixer window. Dragging each of these squares with the left mouse button
- will move the border.
- </para>
+ <para>
+ The lines that outline the three smaller panes all have a small square
+ near their vertices. This square can be used to resize the four panes
+ that form the mixer window. Dragging each of these squares with the left
+ mouse button will move the border.
+ </para>
- <section id="mixer-window-layout">
- <title>Mixer Window Layout</title>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/mixer.png"/>
- </imageobject>
- </mediaobject>
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <section id="mixer-window-layout">
+ <title>Mixer Window Layout</title>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/mixer.png"/>
+ </imageobject>
+ </mediaobject>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mixer_strips.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mixer_strip_list.xml" />
- <section id="mixer-window-group-list">
- <title> Group List </title>
- <para>
- The group list pane provides an interface to create and control the state
- of the mix groups present on the mixer. Mix groups provide a method of
- linking faders together, so that a movement on one fader will translate to
- all the other faders in the group.
- </para>
+ <section id="mixer-window-group-list">
+ <title> Group List </title>
+ <para>
+ The group list pane provides an interface to create and control the
+ state of the mix groups present on the mixer. Mix groups provide a
+ method of linking faders together, so that a movement on one fader
+ will translate to all the other faders in the group.
+ </para>
- <para>
- A new session will contail one group, called all. This preset group refers
- to all mixer strips?? <emphasis>what is 'all' doing here?</emphasis> Any
- new groups you create will be listed in this pane. Left clicking the
- <guibutton>Mix Groups</guibutton> button will open a window titled
- <literal>Name for a new mix group</literal>, which contains a dark text area.
- Enter a name for your new mix group in the text area. Left clicking
- <guibutton>cancel</guibutton> will close the <literal>Name for a new mix
- group</literal> window. The group list will be unaffected. Left clicking
- <guibutton>OK</guibutton> will create a new mix group. The new group will be
- listed in the group list pane with an empty box next to it's name. All
- mixer strips will now contain the name of the new group in their
- <guibutton>group</guibutton> button. Selecting the new group in a mixer
- strip will assign control of that channel's gain fader to the selected
- group, but <emphasis>only if the group is active</emphasis>. Left clicking
- the box next to the group name will activate the group.
- </para>
+ <para>
+ A new session will contail one group, called all. This preset group
+ refers to all mixer strips?? <emphasis>what is 'all' doing
+ here?</emphasis> Any new groups you create will be listed in this
+ pane. Left clicking the <guibutton>Mix Groups</guibutton> button
+ will open a window titled <literal>Name for a new mix
+ group</literal>, which contains a dark text area. Enter a name for
+ your new mix group in the text area. Left clicking
+ <guibutton>cancel</guibutton> will close the <literal>Name for a new
+ mix group</literal> window. The group list will be unaffected. Left
+ clicking <guibutton>OK</guibutton> will create a new mix group. The
+ new group will be listed in the group list pane with an empty box
+ next to it's name. All mixer strips will now contain the name of the
+ new group in their <guibutton>group</guibutton> button. Selecting
+ the new group in a mixer strip will assign control of that channel's
+ gain fader to the selected group, but <emphasis>only if the group is
+ active</emphasis>. Left clicking the box next to the group name will
+ activate the group.
+ </para>
- <para>
- At the bottom right of the group list, a square box provides a method for
- resizing the pane. Holding down the left mouse button while dragging the
- square vertically will move the lower border of the group list.
- </para>
- </section>
+ <para>
+ At the bottom right of the group list, a square box provides a
+ method for resizing the pane. Holding down the left mouse button
+ while dragging the square vertically will move the lower border of
+ the group list.
+ </para>
+ </section>
- <section id="mixer-window-snapshot-list">
- <title> Snapshot List </title>
- <para>
- Track Name Group Button Input Selector Solo Button Mute Button Polarity
- Button Track Speed Control Record Enable Button Automation Record Button
- Automation Playback Button Pre/Post Button Gain Display Unit Selector Gain
- Level Display Peak Meter Gain Fader Meters Output Selector
- </para>
- </section>
- </section>
+ <section id="mixer-window-snapshot-list">
+ <title> Snapshot List </title>
+ <para>
+ Track Name Group Button Input Selector Solo Button Mute Button
+ Polarity Button Track Speed Control Record Enable Button Automation
+ Record Button Automation Playback Button Pre/Post Button Gain
+ Display Unit Selector Gain Level Display Peak Meter Gain Fader
+ Meters Output Selector
+ </para>
+ </section>
+ </section>
</section>
diff --git a/manual/xml/mixer_window_key_bindings.xml b/manual/xml/mixer_window_key_bindings.xml
index d2a9c252a6..b207203585 100644
--- a/manual/xml/mixer_window_key_bindings.xml
+++ b/manual/xml/mixer_window_key_bindings.xml
@@ -5,80 +5,90 @@
]>
<section id="sn-mixer-window-key-bindings">
- <title>Mixer window key bindings</title>
- <table id="tbl-mixer-window-key-bindings">
- <title>Mixer Window Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Key Binding" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>right arrow</keycap>
- </keycombo>
- </entry>
- <entry>
- fast forward/faster
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Shift</keycap><keycap>right arrow</keycap><keycap>space</keycap>
- </keycombo>
- </entry>
- <entry>
- rapid fast forward
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>right arrow</keycap>
- </keycombo>
- </entry>
- <entry>
- slow fast forward
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>left arrow</keycap>
- </keycombo>
- </entry>
- <entry>
- rewind/faster
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Shift</keycap><keycap>left arrow</keycap>
- </keycombo>
- </entry>
- <entry>
- rapid rewind
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>left arrow</keycap>
- </keycombo>
- </entry>
- <entry>
- slow rewind
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
+ <title>Mixer window key bindings</title>
+ <table id="tbl-mixer-window-key-bindings">
+ <title>Mixer Window Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Key Binding" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>right arrow</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ fast forward/faster
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Shift</keycap><keycap>right
+ arrow</keycap><keycap>space</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ rapid fast forward
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>right arrow</keycap>
+ </keycombo>
+ </entry>
+
+ <entry>
+ slow fast forward
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>left arrow</keycap> </keycombo>
+ </entry>
+
+ <entry>
+ rewind/faster
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Shift</keycap><keycap>left arrow</keycap>
+ </keycombo>
+ </entry>
+
+ <entry>
+ rapid rewind
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>left arrow</keycap>
+ </keycombo>
+ </entry>
+
+ <entry>
+ slow rewind
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/mixing.xml b/manual/xml/mixing.xml
index 161f4b207b..6f181cb4e6 100644
--- a/manual/xml/mixing.xml
+++ b/manual/xml/mixing.xml
@@ -4,15 +4,16 @@
]>
-<chapter id="ch-mixing"><title>Mixing</title>
- <para>
- Placeholder for an intro to mixing
- </para>
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+<chapter id="ch-mixing">
+ <title>Mixing</title>
+ <para>
+ Placeholder for an intro to mixing
+ </para>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="automation.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="plugins.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="vst_plugins.xml" />
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
diff --git a/manual/xml/monitoring.xml b/manual/xml/monitoring.xml
index fdaee8da93..8479e16b8a 100644
--- a/manual/xml/monitoring.xml
+++ b/manual/xml/monitoring.xml
@@ -5,188 +5,197 @@
]>
<section id="sn-monitoring">
- <title>Monitoring</title>
- <para>
- If you are recording an acoustic instrument or voice with no pre-existing
- recorded material as an accompaniment, then you probably don't need to worry
- about monitoring. Just make sure you've made the right
- <link linkend="sn-jack">connections</link> and you should be ready to record
- without reading this section.
- </para>
-
- <para>
- However, if a musician is playing an instrument (it doesn't matter what
- kind) while listening to some pre-existing material, then it is important
- that some mechanism exists to allow her to hear both her own playing and the
- accompaniment. The same is true in a slightly different way if the
- instrument makes no sound until the electrical signal it creates has been
- amplified and fed to some loudspeakers. Listening to the performance in this
- way is called monitoring.
- </para>
-
- <para>
- So, if you are recording an electrical or software instrument/signal, and/or
- the musician wants to listen to existing material while performing, then you
- need to ensure that signal routing is setup to allow monitoring. You have 2
- basic choices:
- </para>
-
- <section id="hardware-monitoring">
- <title>Hardware Monitoring</title>
- <para>
- Hardware monitoring uses the capabilities of your audio interface to route
- an incoming signal (e.g. someone playing a guitar into a microphone) to an
- output connection (for example, the speaker outputs, or a dedicated analog
- monitoring stereo pair). Most audio interfaces can do this, but how you get
- them to do so, and what else they can do varies greatly. We can divide
- audio interfaces into 3 general categories:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- relatively simple, typically stereo, devices that allow the signal being
- recorded to be routed back to the main outputs (most "consumer" audio
- interfaces fit this description, along with anything that provides an
- "AC97-compliant CODEC")
- </para>
- </listitem>
- <listitem>
- <para>
- multichannel devices that allow a given input channel to be routed back
- to its corresponding output channel (the main example is the RME
- Digi9652)
- </para>
- </listitem>
- <listitem>
- <para>
- multichannel devices that allow any input channel, along with any
- playback channel, to be routed to any output channel (the RME HDSP and
- various interfaces based on the envy24/ice1712 chipsets, such as the
- M-Audio Delta 1010, EZ-8 and various Terratec cards)
- </para>
- </listitem>
- </itemizedlist>
-
- <section id="monitoring-consumer-audio-interfaces">
- <title>"Consumer" audio interfaces and monitoring</title>
- <para>
- For interfaces in the first category, there is no standard method of
- getting the signal routing correct. The variations in the wiring of
- hardware mixing chips, and the capabilities of those chips, means that you
- will have to get familiar with a hardware mixer control program and the
- details of your audio interface. In the simple cases, simply increasing
- the level named "Line In" or "Mic" in the hardware mixer control program
- will suffice. But this is not a general rule, because there is no general
- rule.
- </para>
-
- <para>
- The following diagram shows a fairly typical AC97-based audio interface
- schematic:
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/simplemixer.png"/>
- </imageobject>
- </mediaobject>
- <para>
- Notice:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- there are multiple input connections, but only one can be used as the
- capture source
- </para>
- </listitem>
- <listitem>
- <para>
- it is (normally) possible to route the input signals back to the
- outputs, and independently control the gain for this "monitored" signal
- </para>
- </listitem>
- <listitem>
- <para>
- it may or may not be possible to choose the playback stream as the
- capture stream
- </para>
- </listitem>
- </itemizedlist>
- </section>
-
- <section id="monitoring-prosumer-audio-interfaces">
- <title>High end "prosumer" interfaces and monitoring</title>
- <para>
- For the only interface in the second category, the RME Digi9652
- ("Hammerfall"), the direct monitoring facilities are simplistic but useful
- in some circumstances. They are best controlled using <emphasis>JACK
- hardware monitoring</emphasis>.
- </para>
-
- <para>
- When using one of the interfaces in the third category, most people find
- it useful to use hardware monitoring, but prefer to control it using a
- dedicated hardware mixer control program. If you have an RME HDSP system,
- then <command>hdspmixer</command> is the relevant program. For interfaces
- based on the envy24/ice1712/ice1724 chipsets, such as the Delta1010,
- Terratecs and others, <command>envy24ctl</command> is the right choice.
- Both programs offer access to very powerful matrix mixers that permit many
- different variations on signal routing, for both incoming signals and the
- signals being played back by the computer. You will need to spend some
- time working with these programs to grasp their potential and their usage
- in different situations.
- </para>
-
- <para>
- The following diagram gives a partial view of the monitoring schemantics
- for this class of audio interface. Each input can be routed back to any
- output, and each such routing has its own gain control. The diagram only
- shows the routings for "in1" to avoid becoming completely
- incomprehensible.
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/matrixmixer.png"/>
- </imageobject>
- </mediaobject>
- </section>
- </section>
-
- <section id="jack-hardware-monitoring">
- <title>JACK hardware monitoring</title>
- <para></para>
- </section>
-
- <section id="software-monitoring">
- <title>Software monitoring</title>
- <para>
- Much simpler than hardware monitoring is "software monitoring". This means
- that any incoming signal (say, through a Line In connector) is delivered to
- software (such as Ardour) which can then deliver it back to any output it
- chooses, possibly having subjected it to various processing beforehand. The
- software can also mix signals together before delivering them back to the
- output. The fact that software monitoring can blend together incoming audio
- with pre-recorded material while adjusting for latency and other factors is
- the big plus for this method. The major downside is latency. There will
- always be a delay between the signal arriving at your audio interface
- inputs and it re-emerging from the outputs, and if this delay is too long,
- it can cause problems for the performer who is listening. They will sense a
- delay between pressing a key/pulling the bow/hitting the drum etc. and
- hearing the sound it produces.
- </para>
-
- <para>
- However, if your system is capable of low latency audio, its likely that
- you can use software monitoring effectively if it suits your goals.
- </para>
- </section>
-
- <section id="controlling-monitoring-within-ardour">
- <title>Controlling monitoring choices within Ardour</title>
- <para></para>
- </section>
+ <title>Monitoring</title>
+ <para>
+ If you are recording an acoustic instrument or voice with no
+ pre-existing recorded material as an accompaniment, then you probably
+ don't need to worry about monitoring. Just make sure you've made the
+ right <link linkend="sn-jack">connections</link> and you should be ready
+ to record without reading this section.
+ </para>
+
+ <para>
+ However, if a musician is playing an instrument (it doesn't matter what
+ kind) while listening to some pre-existing material, then it is
+ important that some mechanism exists to allow her to hear both her own
+ playing and the accompaniment. The same is true in a slightly different
+ way if the instrument makes no sound until the electrical signal it
+ creates has been amplified and fed to some loudspeakers. Listening to
+ the performance in this way is called monitoring.
+ </para>
+
+ <para>
+ So, if you are recording an electrical or software instrument/signal,
+ and/or the musician wants to listen to existing material while
+ performing, then you need to ensure that signal routing is setup to
+ allow monitoring. You have 2 basic choices:
+ </para>
+
+ <section id="hardware-monitoring">
+ <title>Hardware Monitoring</title>
+ <para>
+ Hardware monitoring uses the capabilities of your audio interface to
+ route an incoming signal (e.g. someone playing a guitar into a
+ microphone) to an output connection (for example, the speaker outputs,
+ or a dedicated analog monitoring stereo pair). Most audio interfaces
+ can do this, but how you get them to do so, and what else they can do
+ varies greatly. We can divide audio interfaces into 3 general
+ categories:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ relatively simple, typically stereo, devices that allow the signal
+ being recorded to be routed back to the main outputs (most
+ "consumer" audio interfaces fit this description, along with
+ anything that provides an "AC97-compliant CODEC")
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ multichannel devices that allow a given input channel to be routed
+ back to its corresponding output channel (the main example is the
+ RME Digi9652)
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ multichannel devices that allow any input channel, along with any
+ playback channel, to be routed to any output channel (the RME HDSP
+ and various interfaces based on the envy24/ice1712 chipsets, such
+ as the M-Audio Delta 1010, EZ-8 and various Terratec cards)
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <section id="monitoring-consumer-audio-interfaces">
+ <title>"Consumer" audio interfaces and monitoring</title>
+ <para>
+ For interfaces in the first category, there is no standard method of
+ getting the signal routing correct. The variations in the wiring of
+ hardware mixing chips, and the capabilities of those chips, means
+ that you will have to get familiar with a hardware mixer control
+ program and the details of your audio interface. In the simple
+ cases, simply increasing the level named "Line In" or "Mic" in the
+ hardware mixer control program will suffice. But this is not a
+ general rule, because there is no general rule.
+ </para>
+
+ <para>
+ The following diagram shows a fairly typical AC97-based audio
+ interface schematic:
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/simplemixer.png"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ Notice:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ there are multiple input connections, but only one can be used
+ as the capture source
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ it is (normally) possible to route the input signals back to the
+ outputs, and independently control the gain for this "monitored"
+ signal
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ it may or may not be possible to choose the playback stream as
+ the capture stream
+ </para>
+ </listitem>
+ </itemizedlist>
+ </section>
+
+ <section id="monitoring-prosumer-audio-interfaces">
+ <title>High end "prosumer" interfaces and monitoring</title>
+ <para>
+ For the only interface in the second category, the RME Digi9652
+ ("Hammerfall"), the direct monitoring facilities are simplistic but
+ useful in some circumstances. They are best controlled using
+ <emphasis>JACK hardware monitoring</emphasis>.
+ </para>
+
+ <para>
+ When using one of the interfaces in the third category, most people
+ find it useful to use hardware monitoring, but prefer to control it
+ using a dedicated hardware mixer control program. If you have an RME
+ HDSP system, then <command>hdspmixer</command> is the relevant
+ program. For interfaces based on the envy24/ice1712/ice1724
+ chipsets, such as the Delta1010, Terratecs and others,
+ <command>envy24ctl</command> is the right choice. Both programs
+ offer access to very powerful matrix mixers that permit many
+ different variations on signal routing, for both incoming signals
+ and the signals being played back by the computer. You will need to
+ spend some time working with these programs to grasp their potential
+ and their usage in different situations.
+ </para>
+
+ <para>
+ The following diagram gives a partial view of the monitoring
+ schemantics for this class of audio interface. Each input can be
+ routed back to any output, and each such routing has its own gain
+ control. The diagram only shows the routings for "in1" to avoid
+ becoming completely incomprehensible.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/matrixmixer.png"/>
+ </imageobject>
+ </mediaobject>
+ </section>
+ </section>
+
+ <section id="jack-hardware-monitoring">
+ <title>JACK hardware monitoring</title>
+ <para></para>
+ </section>
+
+ <section id="software-monitoring">
+ <title>Software monitoring</title>
+ <para>
+ Much simpler than hardware monitoring is "software monitoring". This
+ means that any incoming signal (say, through a Line In connector) is
+ delivered to software (such as Ardour) which can then deliver it back
+ to any output it chooses, possibly having subjected it to various
+ processing beforehand. The software can also mix signals together
+ before delivering them back to the output. The fact that software
+ monitoring can blend together incoming audio with pre-recorded
+ material while adjusting for latency and other factors is the big plus
+ for this method. The major downside is latency. There will always be a
+ delay between the signal arriving at your audio interface inputs and
+ it re-emerging from the outputs, and if this delay is too long, it can
+ cause problems for the performer who is listening. They will sense a
+ delay between pressing a key/pulling the bow/hitting the drum etc. and
+ hearing the sound it produces.
+ </para>
+
+ <para>
+ However, if your system is capable of low latency audio, its likely
+ that you can use software monitoring effectively if it suits your
+ goals.
+ </para>
+ </section>
+
+ <section id="controlling-monitoring-within-ardour">
+ <title>Controlling monitoring choices within Ardour</title>
+ <para></para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/mouse_operations.xml b/manual/xml/mouse_operations.xml
index a03453863f..b1e06eacec 100644
--- a/manual/xml/mouse_operations.xml
+++ b/manual/xml/mouse_operations.xml
@@ -1,53 +1,42 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-mouse-operations">
-
- <title>Mouse Operations</title>
-
- <para>
- Note that the definition of the "Delete" and "Edit" clicks can be
- redefined by the user, either in their Ardour configuration file
- (<filename>$HOME/.ardour/ardour.rc</filename>) or using the Options Editor
- (Keyboard+Mouse tab).
- </para>
-
- <para>
- You might wonder why we say Button1 ? Here is an
- <!--
+ <title>Mouse Operations</title>
+ <para>
+ Note that the definition of the "Delete" and "Edit" clicks can be
+ redefined by the user, either in their Ardour configuration file
+ (<filename>$HOME/.ardour/ardour.rc</filename>) or using the Options
+ Editor (Keyboard+Mouse tab).
+ </para>
+
+ <para>
+ You might wonder why we say Button1 ? Here is an
+<!--
<a href="/manual/intro/formatting#Mouse Buttons">explanation</a>.
-->
- </para>
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ </para>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="generic_mouse_actions.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mouse_wheel_actions.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mouse_operations_object_mode.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mouse_operations_region_gain_mode.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mouse_operations_range_mode.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mouse_operations_zoom_mode.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mouse_operations_ruler.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="mouse_operations_mixer_controls.xml" />
-
- <!--
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/mouse_operations_mixer_controls.xml b/manual/xml/mouse_operations_mixer_controls.xml
index 67db5347b5..d2e42c44a4 100644
--- a/manual/xml/mouse_operations_mixer_controls.xml
+++ b/manual/xml/mouse_operations_mixer_controls.xml
@@ -5,169 +5,196 @@
]>
<section id="sn-mouse-operations-mixer-controls">
- <title>Mixer Controls</title>
- <table id="tbl-solo-mute-rec-buttons">
- <title>Solo, Mute and Rec enable buttons</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
- <colspec colnum="2" colname="Result" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Mouse Action
- </entry>
- <entry>
- Result
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton> click
- </entry>
- <entry>
- toggle for the track (or the entire mix group when the group is active)
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button2</mousebutton> click
- </entry>
- <entry>
- momentary switch
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
- click
- </entry>
- <entry>
- toggle for the entire mix group when the group is not active
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Shift</keycap><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
- click
- </entry>
- <entry>
- toggle for all the tracks and busses
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><mousebutton>Button2</mousebutton></keycombo>
- click
- </entry>
- <entry>
- learn MIDI control
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
- <table id="tbl-solo-buttons">
- <title>Solo Buttons Only</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
- <colspec colnum="2" colname="Result" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Mouse Action
- </entry>
- <entry>
- Result
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>Shift</keycap><mousebutton>Button1</mousebutton></keycombo>
- click
- </entry>
- <entry>
- toggle "lock" of current solo state ("solo safe")
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>Alt</keycap><mousebutton>Button1</mousebutton></keycombo>
- click
- </entry>
- <entry>
- solo only this track or active group, unsolo all others
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
- <table id="tbl-faders">
- <title>Faders</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
- <colspec colnum="2" colname="Result" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Mouse Action
- </entry>
- <entry>
- Result
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- Button1 drag
- </entry>
- <entry>
- operate fader
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
- drag
- </entry>
- <entry>
- finer control
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Alt</keycap><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
- drag
- </entry>
- <entry>
- finest control
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Shift</keycap><mousebutton>Button1</mousebutton></keycombo>
- click
- </entry>
- <entry>
- reset fader
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><mousebutton>Button2</mousebutton></keycombo>
- click
- </entry>
- <entry>
- learn MIDI control
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
+ <title>Mixer Controls</title>
+ <table id="tbl-solo-mute-rec-buttons">
+ <title>Solo, Mute and Rec enable buttons</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
+ <colspec colnum="2" colname="Result" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Mouse Action
+ </entry>
+
+ <entry>
+ Result
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> click
+ </entry>
+
+ <entry>
+ toggle for the track (or the entire mix group when the group is
+ active)
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button2</mousebutton> click
+ </entry>
+
+ <entry>
+ momentary switch
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
+ click
+ </entry>
+
+ <entry>
+ toggle for the entire mix group when the group is not active
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Shift</keycap><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
+ click
+ </entry>
+
+ <entry>
+ toggle for all the tracks and busses
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><mousebutton>Button2</mousebutton></keycombo>
+ click
+ </entry>
+
+ <entry>
+ learn MIDI control
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+
+ <table id="tbl-solo-buttons">
+ <title>Solo Buttons Only</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
+ <colspec colnum="2" colname="Result" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Mouse Action
+ </entry>
+
+ <entry>
+ Result
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>Shift</keycap><mousebutton>Button1</mousebutton></keycombo>
+ click
+ </entry>
+
+ <entry>
+ toggle "lock" of current solo state ("solo safe")
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>Alt</keycap><mousebutton>Button1</mousebutton></keycombo>
+ click
+ </entry>
+
+ <entry>
+ solo only this track or active group, unsolo all others
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+
+ <table id="tbl-faders">
+ <title>Faders</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
+ <colspec colnum="2" colname="Result" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Mouse Action
+ </entry>
+
+ <entry>
+ Result
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ Button1 drag
+ </entry>
+
+ <entry>
+ operate fader
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
+ drag
+ </entry>
+
+ <entry>
+ finer control
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Alt</keycap><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
+ drag
+ </entry>
+
+ <entry>
+ finest control
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Shift</keycap><mousebutton>Button1</mousebutton></keycombo>
+ click
+ </entry>
+
+ <entry>
+ reset fader
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><mousebutton>Button2</mousebutton></keycombo>
+ click
+ </entry>
+
+ <entry>
+ learn MIDI control
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/mouse_operations_object_mode.xml b/manual/xml/mouse_operations_object_mode.xml
index a013c9464c..59b96f8cb3 100644
--- a/manual/xml/mouse_operations_object_mode.xml
+++ b/manual/xml/mouse_operations_object_mode.xml
@@ -5,299 +5,328 @@
]>
<section id="sn-mouse-operations-object-mode">
- <title>Object Mode</title>
- <section id="sn-object-mode-region-operations">
- <title>Region Operations</title>
- <para>
- A region has several areas in its on-screen representation:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- the waveform (the majority of the region's display area, normally)
- </para>
- </listitem>
- <listitem>
- <para>
- the trim bar (the colored bar below the waveform)
- </para>
- </listitem>
- <listitem>
- <para>
- the name (in the trim bar, text)
- </para>
- </listitem>
- <listitem>
- <para>
- the fade handles (small squares that default to the upper left + right
- corners)
- </para>
- </listitem>
- <listitem>
- <para>
- the fade shape (filled or empty curves representing fade in + fade out)
- </para>
- </listitem>
- <listitem>
- <para>
- the gain envelope (hidden by default)
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- Mouse operations on each area will do different things.
- </para>
-
- <table id="tbl-object-mode-region-operations">
- <title>Region Operations</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
- <colspec colnum="2" colname="Result" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Mouse Action
- </entry>
- <entry>
- Result
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- Button1 click on waveform
- </entry>
- <entry>
- select region
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Shift</keycap>
- <mousebutton>Button1</mousebutton>
- </keycombo>
- click
- </entry>
- <entry>
- add region to selection, or deselect it if selected
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton>
- drag on "empty space"
- </entry>
- <entry>
- rubber-band selection of regions
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>Alt</keycap>
- <mousebutton>Button1</mousebutton>
- </keycombo>
- drag on region
- </entry>
- <entry>
- rubber-band selection of regions
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton>
- click in trim bar
- </entry>
- <entry>
- set start of region
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button2</mousebutton>
- click in trim bar
- </entry>
- <entry>
- set end of region
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton>
- drag near ends of trim bar
- </entry>
- <entry>
- adjust start/end of region
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap>
- <mousebutton>Button1</mousebutton>
- </keycombo>
- drag in trim bar
- </entry>
- <entry>
- move audio inside region
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton>
- drag
- </entry>
- <entry>
- move region
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap>
- <mousebutton>Button1</mousebutton>
- </keycombo>
- drag
- </entry>
- <entry>
- copy region and move copy
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button2</mousebutton>
- drag
- </entry>
- <entry>
- fixed time move (for transfer to other tracks)
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap>
- <mousebutton>Button2</mousebutton>
- </keycombo>
- drag
- </entry>
- <entry>
- fixed time copy+move
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Shift</keycap>
- <mousebutton>Button2</mousebutton>
- </keycombo>
- click
- </entry>
- <entry>
- raise region
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Alt</keycap><keycap>Shift</keycap>
- <mousebutton>Button2</mousebutton>
- </keycombo>
- click
- </entry>
- <entry>
- lower region
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
- </section>
-
- <section id="object-mode-automation-operations">
- <title>Automation Operations</title>
- <para>
- In general Button2-drag will do a constrained drag: control points will
- stay at the same position in time if dragged up and down and they will stay
- at the same value if dragged sideways.
- </para>
-
- <table id="tbl-object-mode-automation-operations">
- <title>Region Operations</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
- <colspec colnum="2" colname="Result" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Mouse Action
- </entry>
- <entry>
- Result
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton> click in automation track
- </entry>
- <entry>
- add a new control point to the line
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton> drag in an automation track
- </entry>
- <entry>
- rubber-band select control points
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton> drag on control point
- </entry>
- <entry>
- move control point
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton> drag on line
- </entry>
- <entry>
- move line segment vertically
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button2</mousebutton> drag on control-point
- </entry>
- <entry>
- constrained adjustment
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
- drag on control point
- </entry>
- <entry>
- move control point+all later points move with the same time
- displacement
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><mousebutton>Button2</mousebutton></keycombo>
- drag on control point
- </entry>
- <entry>
- constrained move control point + move all later points with the same
- time displacement
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
- </section>
+ <title>Object Mode</title>
+ <section id="sn-object-mode-region-operations">
+ <title>Region Operations</title>
+ <para>
+ A region has several areas in its on-screen representation:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ the waveform (the majority of the region's display area, normally)
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ the trim bar (the colored bar below the waveform)
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ the name (in the trim bar, text)
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ the fade handles (small squares that default to the upper left +
+ right corners)
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ the fade shape (filled or empty curves representing fade in + fade
+ out)
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ the gain envelope (hidden by default)
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ Mouse operations on each area will do different things.
+ </para>
+
+ <table id="tbl-object-mode-region-operations">
+ <title>Region Operations</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
+ <colspec colnum="2" colname="Result" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Mouse Action
+ </entry>
+
+ <entry>
+ Result
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ Button1 click on waveform
+ </entry>
+
+ <entry>
+ select region
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Shift</keycap>
+ <mousebutton>Button1</mousebutton> </keycombo> click
+ </entry>
+
+ <entry>
+ add region to selection, or deselect it if selected
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> drag on "empty space"
+ </entry>
+
+ <entry>
+ rubber-band selection of regions
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>Alt</keycap>
+ <mousebutton>Button1</mousebutton> </keycombo> drag on region
+ </entry>
+
+ <entry>
+ rubber-band selection of regions
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> click in trim bar
+ </entry>
+
+ <entry>
+ set start of region
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button2</mousebutton> click in trim bar
+ </entry>
+
+ <entry>
+ set end of region
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> drag near ends of trim bar
+ </entry>
+
+ <entry>
+ adjust start/end of region
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap>
+ <mousebutton>Button1</mousebutton> </keycombo> drag in trim
+ bar
+ </entry>
+
+ <entry>
+ move audio inside region
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> drag
+ </entry>
+
+ <entry>
+ move region
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap>
+ <mousebutton>Button1</mousebutton> </keycombo> drag
+ </entry>
+
+ <entry>
+ copy region and move copy
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button2</mousebutton> drag
+ </entry>
+
+ <entry>
+ fixed time move (for transfer to other tracks)
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap>
+ <mousebutton>Button2</mousebutton> </keycombo> drag
+ </entry>
+
+ <entry>
+ fixed time copy+move
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Shift</keycap>
+ <mousebutton>Button2</mousebutton> </keycombo> click
+ </entry>
+
+ <entry>
+ raise region
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Alt</keycap><keycap>Shift</keycap>
+ <mousebutton>Button2</mousebutton> </keycombo> click
+ </entry>
+
+ <entry>
+ lower region
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </section>
+
+ <section id="object-mode-automation-operations">
+ <title>Automation Operations</title>
+ <para>
+ In general Button2-drag will do a constrained drag: control points
+ will stay at the same position in time if dragged up and down and they
+ will stay at the same value if dragged sideways.
+ </para>
+
+ <table id="tbl-object-mode-automation-operations">
+ <title>Region Operations</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
+ <colspec colnum="2" colname="Result" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Mouse Action
+ </entry>
+
+ <entry>
+ Result
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> click in automation track
+ </entry>
+
+ <entry>
+ add a new control point to the line
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> drag in an automation track
+ </entry>
+
+ <entry>
+ rubber-band select control points
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> drag on control point
+ </entry>
+
+ <entry>
+ move control point
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> drag on line
+ </entry>
+
+ <entry>
+ move line segment vertically
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button2</mousebutton> drag on control-point
+ </entry>
+
+ <entry>
+ constrained adjustment
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
+ drag on control point
+ </entry>
+
+ <entry>
+ move control point+all later points move with the same time
+ displacement
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><mousebutton>Button2</mousebutton></keycombo>
+ drag on control point
+ </entry>
+
+ <entry>
+ constrained move control point + move all later points with
+ the same time displacement
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/mouse_operations_range_mode.xml b/manual/xml/mouse_operations_range_mode.xml
index 3e772586e4..3ed66cb93d 100644
--- a/manual/xml/mouse_operations_range_mode.xml
+++ b/manual/xml/mouse_operations_range_mode.xml
@@ -5,91 +5,100 @@
]>
<section id="sn-mouse-operations-range-mode">
- <title>Range Mode</title>
- <table id="tbl-range-mode">
- <title>Range Operations</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
- <colspec colnum="2" colname="Result" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Mouse Action
- </entry>
- <entry>
- Result
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton>
- drag outside of a range
- </entry>
- <entry>
- define a range
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton>
- drag on range handles
- </entry>
- <entry>
- change start/end of a range
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Shift</keycap>
- <mousebutton>Button1</mousebutton>
- </keycombo>
- drag
- </entry>
- <entry>
- define an additional range
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button2</mousebutton>
- click on another track
- </entry>
- <entry>
- move range to another track
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Shift</keycap><mousebutton>Button1</mousebutton></keycombo>
- click on another track
- </entry>
- <entry>
- extend range to another track
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
- drag
- </entry>
- <entry>
- move continuous part of range
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Alt</keycap><mousebutton>Button1</mousebutton></keycombo>
- click
- </entry>
- <entry>
- seperate range into a new region
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
+ <title>Range Mode</title>
+ <table id="tbl-range-mode">
+ <title>Range Operations</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
+ <colspec colnum="2" colname="Result" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Mouse Action
+ </entry>
+
+ <entry>
+ Result
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> drag outside of a range
+ </entry>
+
+ <entry>
+ define a range
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> drag on range handles
+ </entry>
+
+ <entry>
+ change start/end of a range
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Shift</keycap>
+ <mousebutton>Button1</mousebutton> </keycombo> drag
+ </entry>
+
+ <entry>
+ define an additional range
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button2</mousebutton> click on another track
+ </entry>
+
+ <entry>
+ move range to another track
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Shift</keycap><mousebutton>Button1</mousebutton></keycombo>
+ click on another track
+ </entry>
+
+ <entry>
+ extend range to another track
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
+ drag
+ </entry>
+
+ <entry>
+ move continuous part of range
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Alt</keycap><mousebutton>Button1</mousebutton></keycombo>
+ click
+ </entry>
+
+ <entry>
+ seperate range into a new region
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/mouse_operations_region_gain_mode.xml b/manual/xml/mouse_operations_region_gain_mode.xml
index 668b3656b1..7883bb4ce0 100644
--- a/manual/xml/mouse_operations_region_gain_mode.xml
+++ b/manual/xml/mouse_operations_region_gain_mode.xml
@@ -5,61 +5,68 @@
]>
<section id="sn-mouse-operations-region-gain-mode">
- <title>Region Gain Mode</title>
- <table id="tbl-region-gain-mode">
- <title>Region Gain Envelope Operations</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
- <colspec colnum="2" colname="Result" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Mouse Action
- </entry>
- <entry>
- Result
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton> click
- </entry>
- <entry>
- add a new control point to the gain envelope
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton> drag on control point
- </entry>
- <entry>
- move control point
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton> drag on line
- </entry>
- <entry>
- move line segment
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
- drag on control point
- </entry>
- <entry>
- move control point+all later points
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
+ <title>Region Gain Mode</title>
+ <table id="tbl-region-gain-mode">
+ <title>Region Gain Envelope Operations</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
+ <colspec colnum="2" colname="Result" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Mouse Action
+ </entry>
- <!--
+ <entry>
+ Result
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> click
+ </entry>
+
+ <entry>
+ add a new control point to the gain envelope
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> drag on control point
+ </entry>
+
+ <entry>
+ move control point
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> drag on line
+ </entry>
+
+ <entry>
+ move line segment
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
+ drag on control point
+ </entry>
+
+ <entry>
+ move control point+all later points
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
diff --git a/manual/xml/mouse_operations_ruler.xml b/manual/xml/mouse_operations_ruler.xml
index fd41327b56..09b05850b1 100644
--- a/manual/xml/mouse_operations_ruler.xml
+++ b/manual/xml/mouse_operations_ruler.xml
@@ -5,92 +5,105 @@
]>
<section id="sn-mouse-operations-ruler">
- <title>Ruler Operations</title>
- <table id="tbl-marks-locations">
- <title>Marks, Locations</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
- <colspec colnum="2" colname="Result" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Mouse Action
- </entry>
- <entry>
- Result
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton> click in marker, tempo, meter ruler
- </entry>
- <entry>
- create a new marker
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton> drag on a marker
- </entry>
- <entry>
- move marker
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
- drag on loop or punch mark
- </entry>
- <entry>
- move both ends of range at once
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>Shift</keycap><mousebutton>Button1</mousebutton></keycombo>
- click in marker
- </entry>
- <entry>
- hide marker but do not remove it
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
- <table id="tbl-punch-loop-ranges">
- <title>Punch/Loop Ranges</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
- <colspec colnum="2" colname="Result" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Mouse Action
- </entry>
- <entry>
- Result
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton> drag
- </entry>
- <entry>
- define a new punch or loop range
- </entry>
- </row>
- <row>
- <entry>
- other operations as for marks and locations above
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
+ <title>Ruler Operations</title>
+ <table id="tbl-marks-locations">
+ <title>Marks, Locations</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
+ <colspec colnum="2" colname="Result" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Mouse Action
+ </entry>
+
+ <entry>
+ Result
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> click in marker, tempo, meter
+ ruler
+ </entry>
+
+ <entry>
+ create a new marker
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> drag on a marker
+ </entry>
+
+ <entry>
+ move marker
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>
+ drag on loop or punch mark
+ </entry>
+
+ <entry>
+ move both ends of range at once
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>Shift</keycap><mousebutton>Button1</mousebutton></keycombo>
+ click in marker
+ </entry>
+
+ <entry>
+ hide marker but do not remove it
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+
+ <table id="tbl-punch-loop-ranges">
+ <title>Punch/Loop Ranges</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
+ <colspec colnum="2" colname="Result" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Mouse Action
+ </entry>
+
+ <entry>
+ Result
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> drag
+ </entry>
+
+ <entry>
+ define a new punch or loop range
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ other operations as for marks and locations above
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/mouse_operations_zoom_mode.xml b/manual/xml/mouse_operations_zoom_mode.xml
index e2b8812866..765c049432 100644
--- a/manual/xml/mouse_operations_zoom_mode.xml
+++ b/manual/xml/mouse_operations_zoom_mode.xml
@@ -5,59 +5,67 @@
]>
<section id="sn-mouse-operations-zoom-mode">
- <title>Zoom Mode</title>
- <table id="tbl-zoom-mode">
- <title>Zoom Operations</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
- <colspec colnum="2" colname="Result" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Mouse Action
- </entry>
- <entry>
- Result
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton> drag
- </entry>
- <entry>
- define the new visible area
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button1</mousebutton> click
- </entry>
- <entry>
- zoom in
- </entry>
- </row>
- <row>
- <entry>
- <mousebutton>Button2</mousebutton> click
- </entry>
- <entry>
- zoom out
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><mousebutton>Button2</mousebutton></keycombo>
- click
- </entry>
- <entry>
- zoom to session
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
+ <title>Zoom Mode</title>
+ <table id="tbl-zoom-mode">
+ <title>Zoom Operations</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
+ <colspec colnum="2" colname="Result" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Mouse Action
+ </entry>
+
+ <entry>
+ Result
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> drag
+ </entry>
+
+ <entry>
+ define the new visible area
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button1</mousebutton> click
+ </entry>
+
+ <entry>
+ zoom in
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <mousebutton>Button2</mousebutton> click
+ </entry>
+
+ <entry>
+ zoom out
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><mousebutton>Button2</mousebutton></keycombo>
+ click
+ </entry>
+
+ <entry>
+ zoom to session
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/mouse_wheel_actions.xml b/manual/xml/mouse_wheel_actions.xml
index 75a3bc6066..c750031af6 100644
--- a/manual/xml/mouse_wheel_actions.xml
+++ b/manual/xml/mouse_wheel_actions.xml
@@ -5,70 +5,76 @@
]>
<section id="sn-mouse-wheel-actions">
- <title>Mouse Wheel Actions</title>
- <table id="tbl-mouse-wheel-actions">
- <title>Mouse Wheel Actions</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
- <colspec colnum="2" colname="Result" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Mouse Action
- </entry>
- <entry>
- Result
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- Mouse Wheel
- </entry>
- <entry>
- scroll editor window up/down (except in Zoom mode)
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Alt</keycap>
- <mousebutton>Mouse Wheel</mousebutton>
- </keycombo>
- </entry>
- <entry>
- scroll editor window left/right
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap>
- <mousebutton>Mouse Wheel</mousebutton>
- </keycombo>
- </entry>
- <entry>
- zoom in/out
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Shift</keycap>
- <mousebutton>Mouse Wheel</mousebutton>
- </keycombo>
- </entry>
- <entry>
- step track height
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
- <note>
- <para>
- The mouse wheel also moves the faders and other controls. In Zoom mode the
- mouse wheel zooms instead of scrolling the window.
- </para>
- </note>
+ <title>Mouse Wheel Actions</title>
+ <table id="tbl-mouse-wheel-actions">
+ <title>Mouse Wheel Actions</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Mouse Action" colwidth="1"/>
+ <colspec colnum="2" colname="Result" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Mouse Action
+ </entry>
+
+ <entry>
+ Result
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ Mouse Wheel
+ </entry>
+
+ <entry>
+ scroll editor window up/down (except in Zoom mode)
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Alt</keycap> <mousebutton>Mouse
+ Wheel</mousebutton> </keycombo>
+ </entry>
+
+ <entry>
+ scroll editor window left/right
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap> <mousebutton>Mouse
+ Wheel</mousebutton> </keycombo>
+ </entry>
+
+ <entry>
+ zoom in/out
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Shift</keycap> <mousebutton>Mouse
+ Wheel</mousebutton> </keycombo>
+ </entry>
+
+ <entry>
+ step track height
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+
+ <note>
+ <para>
+ The mouse wheel also moves the faders and other controls. In Zoom mode
+ the mouse wheel zooms instead of scrolling the window.
+ </para>
+ </note>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/opening_a_session.xml b/manual/xml/opening_a_session.xml
index 09441454ed..b717c31bc7 100644
--- a/manual/xml/opening_a_session.xml
+++ b/manual/xml/opening_a_session.xml
@@ -1,66 +1,53 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-opening-a-session">
-
- <title>Opening a Session</title>
-
- <para>
- You can open a session by either
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- Choose
- <menuchoice>
- <guimenu>Session</guimenu>
- <guisubmenu>Open</guisubmenu>
- </menuchoice>
- or press
- <keycombo><keycap>Ctrl</keycap><keycap>O</keycap></keycombo>
- and then use the file selector to locate the
- session you want to open.
- </para>
- </listitem>
- <listitem>
- <para>
- start ardour from a command line, and specify the session folder as
- an argument.
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- When specifying a session to open you can either specify the
- session folder or the session file. If you specify the folder, Ardour
- will open the primary session file within the folder. If you specify a
- session file (see <xref linkend="sn-snapshots"/>), Ardour will open
- that particular session.
- </para>
-
- <section id="recent-sessions">
- <title>Recent Sessions</title>
-
- <para>
- The
- <menuchoice>
- <guimenu>Session</guimenu>
- <guisubmenu>Recent</guisubmenu>
- </menuchoice>
- menu item will allow you to navigate
- directly to sessions that you have worked on recently. For sessions
- with more than one recent session file, expand the session subtree by
- clicking on the expansion box left of the session name.
- </para>
-
- </section>
-
- <!--
+ <title>Opening a Session</title>
+ <para>
+ You can open a session by either
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ Choose <menuchoice> <guimenu>Session</guimenu>
+ <guisubmenu>Open</guisubmenu> </menuchoice> or press
+ <keycombo><keycap>Ctrl</keycap><keycap>O</keycap></keycombo> and
+ then use the file selector to locate the session you want to open.
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ start ardour from a command line, and specify the session folder as
+ an argument.
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ When specifying a session to open you can either specify the session
+ folder or the session file. If you specify the folder, Ardour will open
+ the primary session file within the folder. If you specify a session
+ file (see <xref linkend="sn-snapshots"/>), Ardour will open that
+ particular session.
+ </para>
+
+ <section id="recent-sessions">
+ <title>Recent Sessions</title>
+ <para>
+ The <menuchoice> <guimenu>Session</guimenu>
+ <guisubmenu>Recent</guisubmenu> </menuchoice> menu item will allow you
+ to navigate directly to sessions that you have worked on recently. For
+ sessions with more than one recent session file, expand the session
+ subtree by clicking on the expansion box left of the session name.
+ </para>
+ </section>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/other_windows.xml b/manual/xml/other_windows.xml
index d7dd436fc7..d3c2069937 100644
--- a/manual/xml/other_windows.xml
+++ b/manual/xml/other_windows.xml
@@ -5,230 +5,240 @@
]>
<section id="sn-other-windows">
- <title>Other Windows</title>
- <para>
- This page summarises various windows you will find in your travels through
- Ardour that aren't available from the <guimenuitem>windows</guimenuitem>
- menu in the editor. They aren't available because they are specific to a
- particular object, like a mixer strip, and are launched from the object
- itself.
- </para>
-
- <section id="input-output-connections-editor">
- <title>Input/Output Connections Editor</title>
- <para>
- Selecting <guimenuitem>edit</guimenuitem> from the input drop-down menu on
- a mixer strip will open this window, as will selecting
- <guimenuitem>edit</guimenuitem> from the output button. The Input/Output
- connections editor is one of the strangest interfaces known to man. After a
- small amount of use, however, you will find it quite natural to use.
- Because these two windows are identical except for 'input' being transposed
- with 'output', we will cover the Input Connections Editor here and leave it
- up to your imaginative self to work out what it all means in the output
- window.
- </para>
-
- <para>
- When the window opens, you will be see that it is divided into two main
- areas marked <guilabel>Inputs</guilabel> and <guilabel>Available
- Connections</guilabel> . A third area contains buttons marked
- <guibutton>rescan</guibutton>, <guibutton>OK</guibutton> and
- <guibutton>Cancel</guibutton>.
- </para>
-
- <para>
- The <guilabel>Inputs</guilabel> area has two buttons marked <guibutton>add
- input</guibutton> and <guibutton>clear connections</guibutton>. The
- <guibutton>add input</guibutton> button adds an audio stream to the mixer
- strip.
- </para>
-
- <para>
- In other words, if you currently have a two input channel, pressing
- <guibutton>add input</guibutton> will make it a three input channel. If you
- subsequently record on the corresponding track, each region will comprise
- of three channels of audio taken from the inputs you have set in the area
- below.
- </para>
-
- <para>
- Pressing <guibutton>clear connections</guibutton> will remove all
- connections you have assigned in the area below.
- </para>
-
- <para>
- Speaking of "the area below", if you've used a template to create your new
- session with, the input fields will aready be filled in with default values
- that are determined by the number of channels your hardware supports. It
- should be noted that by default, inputs are initially set to hardware
- ports, as presumably you will be recording from a hardware device
- initially. This doesn't indicate a preference on Ardour's part, as software
- inputs are just as valid to Ardour as hardware ones.
- </para>
-
- <para>
- Anyway, in "the area below", notice that one input (probably labelled
- <literal>in 1</literal>) is a lighter colour than the other. If you only
- have one input at the moment, press <guibutton>add input</guibutton> just
- to see the difference. You can remove an input by holding the control key
- while right-clicking on the input name.
- </para>
-
- <para>
- The lighter coloured input is the one that will be added to when an output
- in the <guilabel>Available connections</guilabel> area is clicked. If the
- wrong input is highlighted, you can highlight the correct one by
- left-clicking the text of the input name you desire.
- </para>
-
- <para>
- Note that you can "mux" as many inputs together as you like when doing
- this, they just pile up on top of the last one. Be warned, though, that
- they are all summed at unity gain. You can reach some fairly astonishing
- levels by doing this a lot.
- </para>
-
- <para>
- If you click an output from the <guilabel>Available connections</guilabel>
- area, the connection is added to that input's list, the connection is made
- active, and the next input is made a lighter colour, indicating that it is
- ready to accept your selection. This makes it a simple matter to assign
- many connections rapidly. The transport does not have to be stopped to
- change inputs or outputs (or anything, really) in Ardour.
- </para>
-
- <para>
- Removing assignments is achieved by left-clicking the relevant output in
- the <guilabel>inputs</guilabel> area. As with most objects in Ardour, you
- can also remove an assignment by holding the shift key while right-clicking
- it.
- </para>
-
- <para>
- The Available connections area lists all available connections, sorted into
- tabs which represent their associated hardware or software ports. The front
- tab is always <literal>alsa_pcm</literal>. this represents the physical
- ports on your computer. It should contain as many ports as hour hardware
- has inputs.
- </para>
-
- <para>
- The next tab is Ardour. This tab lists all the connections that Ardour has
- available, including inserts and sends. If you have some other Jack aware
- programs running, they will be given tabs in this area which will
- correspond to their Jack output ports.
- </para>
-
- <para>
- The <guibutton>rescan</guibutton> button searches for any new available
- outputs. It may be necessary to use it if you have started a Jack
- application after you open the window.
- </para>
-
- <para>
- The <guibutton>Cancel</guibutton> button closes the window <emphasis>XXX
- what really happens?</emphasis> , as does the <guibutton>OK</guibutton>
- button.
- </para>
- </section>
-
- <section id="ladspa-plugin-window">
- <title>The LADSPA Plugin Window</title>
- <para>
- This window opens when you double-left-click or control right-click a
- plugin on a mixer strip. It allows you to adjust, store and automate the
- controls presented by any LADSPA plugin. Because LADSPA plugins do not
- contain graphical interface information, this window adapts itself to suit
- the various controls presented by the plugin. The advantage of this system
- is that each plugin appears consistently within Ardour. The disadvantage is
- that with a few plugins, the controls seem to be laid out in a haphazard
- fashion. This is not usually the case, however.
- </para>
-
- <para>
- Each plugin window will have a <guibutton>bypass</guibutton> switch in the
- top left. Whenever you add a plugin, it's initial state will be bypass. The
- button will be red and appear depressed. To activate the plugin, press the
- <guibutton>bypass</guibutton> button. you should immediately hear the
- plugin inserted in the signal path. All plugins that report their latency
- are automatically time compensated sample-accurately.
- </para>
-
- <para>
- To the left of the bypass switch you will see the name of the plugin, the
- author and the number of inputs and outputs that the plugin makes use of.
- To the right will be a text entry area, a list selector and a
- <guibutton>Save</guibutton> button. To save a combination of settings,
- press the <guibutton>Save</guibutton> button. A window will appear asking
- for the name of the preset. Enter a name, press <guibutton>OK</guibutton>,
- and your new preset will appear on the list of saved settings.
- </para>
-
- <para>
- To restore a saved preset, select it from the list. The settings should
- immediately be restored as you release the mouse button.
- </para>
-
- <para>
- The rest of the window consists of sliders and buttons which represent the
- various controls available for the plugin. To move a slider, left click it
- and slide the mouse horizontally over the range of the control. You can see
- the numeric value and the bar change as you move the mouse. You can also
- press the control key while moving for finer adjustments.
- </para>
-
- <para>
- Next to each control is an automation mode button. The default state is
- <guimenuitem>off</guimenuitem>. To write automation information, press the
- button and select <guimenuitem>write</guimenuitem> from the drop-down list.
- After engaging the transport, movement of the control will be recorded for
- playback when the <guimenuitem>play</guimenuitem> automation mode is
- selected. <guimenuitem>Touch</guimenuitem> mode automatically switches from
- <guimenuitem>play</guimenuitem> to <guimenuitem>write</guimenuitem> as the
- control is first selected with the mouse button and released, respectively.
- The automation data is accessible from the editor window, along with the
- other automation data for the track.
- </para>
- </section>
-
- <section id="export-window">
- <title>The Export Window</title>
- <para>
- The export window appears when either <guimenuitem>export session to
- audiofile</guimenuitem> or <guimenuitem>export range to
- audiofile</guimenuitem> have been selected from the session menu. This
- window enables an audio file to be rendered from either the master bus or
- individual tracks in freewheel mode. A large range of audio file formats
- are supported, as is the ability to export a CUE or TOC file representing
- any CD index or track markers you may have in the session. Bit depth
- reduction can be performed with three types of dither, or no dither.
- </para>
- </section>
-
- <section id="crossfade-editor-window">
- <title>The Crossfade Editor Window</title>
- <para>
- The crossfade editor will appear whenever you select <menuchoice>
- <guimenu>crossfade</guimenu> <guisubmenu>edit</guisubmenu> </menuchoice>
- from any active or inactive crossfade in the editor window. This window
- allows you to customise the default crossfade that is automatically applied
- when two regions overlap. Provision is made for auditioning different
- elements of the crossfade, or the crossfade as a whole.
- </para>
- </section>
-
- <section id="locations-window">
- <title>the Locations Window</title>
- <para>
- The locations window provides a means to locate to and define points and
- ranges in your session. Points and ranges may also be 'promoted' to be CD
- Index or CD Track markers, respectively. Once promoted, they may be
- exported to a standard T.O.C. or CUE file along with the exported audio
- using the export window. The locations window will appear when <menuchoice>
- <guimenu>windows</guimenu> <guisubmenu>locations</guisubmenu> </menuchoice>
- is selected from the editor window.
- </para>
- </section>
+ <title>Other Windows</title>
+ <para>
+ This page summarises various windows you will find in your travels
+ through Ardour that aren't available from the
+ <guimenuitem>windows</guimenuitem> menu in the editor. They aren't
+ available because they are specific to a particular object, like a mixer
+ strip, and are launched from the object itself.
+ </para>
+
+ <section id="input-output-connections-editor">
+ <title>Input/Output Connections Editor</title>
+ <para>
+ Selecting <guimenuitem>edit</guimenuitem> from the input drop-down
+ menu on a mixer strip will open this window, as will selecting
+ <guimenuitem>edit</guimenuitem> from the output button. The
+ Input/Output connections editor is one of the strangest interfaces
+ known to man. After a small amount of use, however, you will find it
+ quite natural to use. Because these two windows are identical except
+ for 'input' being transposed with 'output', we will cover the Input
+ Connections Editor here and leave it up to your imaginative self to
+ work out what it all means in the output window.
+ </para>
+
+ <para>
+ When the window opens, you will be see that it is divided into two
+ main areas marked <guilabel>Inputs</guilabel> and <guilabel>Available
+ Connections</guilabel> . A third area contains buttons marked
+ <guibutton>rescan</guibutton>, <guibutton>OK</guibutton> and
+ <guibutton>Cancel</guibutton>.
+ </para>
+
+ <para>
+ The <guilabel>Inputs</guilabel> area has two buttons marked
+ <guibutton>add input</guibutton> and <guibutton>clear
+ connections</guibutton>. The <guibutton>add input</guibutton> button
+ adds an audio stream to the mixer strip.
+ </para>
+
+ <para>
+ In other words, if you currently have a two input channel, pressing
+ <guibutton>add input</guibutton> will make it a three input channel.
+ If you subsequently record on the corresponding track, each region
+ will comprise of three channels of audio taken from the inputs you
+ have set in the area below.
+ </para>
+
+ <para>
+ Pressing <guibutton>clear connections</guibutton> will remove all
+ connections you have assigned in the area below.
+ </para>
+
+ <para>
+ Speaking of "the area below", if you've used a template to create your
+ new session with, the input fields will aready be filled in with
+ default values that are determined by the number of channels your
+ hardware supports. It should be noted that by default, inputs are
+ initially set to hardware ports, as presumably you will be recording
+ from a hardware device initially. This doesn't indicate a preference
+ on Ardour's part, as software inputs are just as valid to Ardour as
+ hardware ones.
+ </para>
+
+ <para>
+ Anyway, in "the area below", notice that one input (probably labelled
+ <literal>in 1</literal>) is a lighter colour than the other. If you
+ only have one input at the moment, press <guibutton>add
+ input</guibutton> just to see the difference. You can remove an input
+ by holding the control key while right-clicking on the input name.
+ </para>
+
+ <para>
+ The lighter coloured input is the one that will be added to when an
+ output in the <guilabel>Available connections</guilabel> area is
+ clicked. If the wrong input is highlighted, you can highlight the
+ correct one by left-clicking the text of the input name you desire.
+ </para>
+
+ <para>
+ Note that you can "mux" as many inputs together as you like when doing
+ this, they just pile up on top of the last one. Be warned, though,
+ that they are all summed at unity gain. You can reach some fairly
+ astonishing levels by doing this a lot.
+ </para>
+
+ <para>
+ If you click an output from the <guilabel>Available
+ connections</guilabel> area, the connection is added to that input's
+ list, the connection is made active, and the next input is made a
+ lighter colour, indicating that it is ready to accept your selection.
+ This makes it a simple matter to assign many connections rapidly. The
+ transport does not have to be stopped to change inputs or outputs (or
+ anything, really) in Ardour.
+ </para>
+
+ <para>
+ Removing assignments is achieved by left-clicking the relevant output
+ in the <guilabel>inputs</guilabel> area. As with most objects in
+ Ardour, you can also remove an assignment by holding the shift key
+ while right-clicking it.
+ </para>
+
+ <para>
+ The Available connections area lists all available connections, sorted
+ into tabs which represent their associated hardware or software ports.
+ The front tab is always <literal>alsa_pcm</literal>. this represents
+ the physical ports on your computer. It should contain as many ports
+ as hour hardware has inputs.
+ </para>
+
+ <para>
+ The next tab is Ardour. This tab lists all the connections that Ardour
+ has available, including inserts and sends. If you have some other
+ Jack aware programs running, they will be given tabs in this area
+ which will correspond to their Jack output ports.
+ </para>
+
+ <para>
+ The <guibutton>rescan</guibutton> button searches for any new
+ available outputs. It may be necessary to use it if you have started a
+ Jack application after you open the window.
+ </para>
+
+ <para>
+ The <guibutton>Cancel</guibutton> button closes the window
+ <emphasis>XXX what really happens?</emphasis> , as does the
+ <guibutton>OK</guibutton> button.
+ </para>
+ </section>
+
+ <section id="ladspa-plugin-window">
+ <title>The LADSPA Plugin Window</title>
+ <para>
+ This window opens when you double-left-click or control right-click a
+ plugin on a mixer strip. It allows you to adjust, store and automate
+ the controls presented by any LADSPA plugin. Because LADSPA plugins do
+ not contain graphical interface information, this window adapts itself
+ to suit the various controls presented by the plugin. The advantage of
+ this system is that each plugin appears consistently within Ardour.
+ The disadvantage is that with a few plugins, the controls seem to be
+ laid out in a haphazard fashion. This is not usually the case,
+ however.
+ </para>
+
+ <para>
+ Each plugin window will have a <guibutton>bypass</guibutton> switch in
+ the top left. Whenever you add a plugin, it's initial state will be
+ bypass. The button will be red and appear depressed. To activate the
+ plugin, press the <guibutton>bypass</guibutton> button. you should
+ immediately hear the plugin inserted in the signal path. All plugins
+ that report their latency are automatically time compensated
+ sample-accurately.
+ </para>
+
+ <para>
+ To the left of the bypass switch you will see the name of the plugin,
+ the author and the number of inputs and outputs that the plugin makes
+ use of. To the right will be a text entry area, a list selector and a
+ <guibutton>Save</guibutton> button. To save a combination of settings,
+ press the <guibutton>Save</guibutton> button. A window will appear
+ asking for the name of the preset. Enter a name, press
+ <guibutton>OK</guibutton>, and your new preset will appear on the list
+ of saved settings.
+ </para>
+
+ <para>
+ To restore a saved preset, select it from the list. The settings
+ should immediately be restored as you release the mouse button.
+ </para>
+
+ <para>
+ The rest of the window consists of sliders and buttons which represent
+ the various controls available for the plugin. To move a slider, left
+ click it and slide the mouse horizontally over the range of the
+ control. You can see the numeric value and the bar change as you move
+ the mouse. You can also press the control key while moving for finer
+ adjustments.
+ </para>
+
+ <para>
+ Next to each control is an automation mode button. The default state
+ is <guimenuitem>off</guimenuitem>. To write automation information,
+ press the button and select <guimenuitem>write</guimenuitem> from the
+ drop-down list. After engaging the transport, movement of the control
+ will be recorded for playback when the <guimenuitem>play</guimenuitem>
+ automation mode is selected. <guimenuitem>Touch</guimenuitem> mode
+ automatically switches from <guimenuitem>play</guimenuitem> to
+ <guimenuitem>write</guimenuitem> as the control is first selected with
+ the mouse button and released, respectively. The automation data is
+ accessible from the editor window, along with the other automation
+ data for the track.
+ </para>
+ </section>
+
+ <section id="export-window">
+ <title>The Export Window</title>
+ <para>
+ The export window appears when either <guimenuitem>export session to
+ audiofile</guimenuitem> or <guimenuitem>export range to
+ audiofile</guimenuitem> have been selected from the session menu. This
+ window enables an audio file to be rendered from either the master bus
+ or individual tracks in freewheel mode. A large range of audio file
+ formats are supported, as is the ability to export a CUE or TOC file
+ representing any CD index or track markers you may have in the
+ session. Bit depth reduction can be performed with three types of
+ dither, or no dither.
+ </para>
+ </section>
+
+ <section id="crossfade-editor-window">
+ <title>The Crossfade Editor Window</title>
+ <para>
+ The crossfade editor will appear whenever you select <menuchoice>
+ <guimenu>crossfade</guimenu> <guisubmenu>edit</guisubmenu>
+ </menuchoice> from any active or inactive crossfade in the editor
+ window. This window allows you to customise the default crossfade that
+ is automatically applied when two regions overlap. Provision is made
+ for auditioning different elements of the crossfade, or the crossfade
+ as a whole.
+ </para>
+ </section>
+
+ <section id="locations-window">
+ <title>the Locations Window</title>
+ <para>
+ The locations window provides a means to locate to and define points
+ and ranges in your session. Points and ranges may also be 'promoted'
+ to be CD Index or CD Track markers, respectively. Once promoted, they
+ may be exported to a standard T.O.C. or CUE file along with the
+ exported audio using the export window. The locations window will
+ appear when <menuchoice> <guimenu>windows</guimenu>
+ <guisubmenu>locations</guisubmenu> </menuchoice> is selected from the
+ editor window.
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/plugins.xml b/manual/xml/plugins.xml
index 5cc1212bcb..033217e41b 100644
--- a/manual/xml/plugins.xml
+++ b/manual/xml/plugins.xml
@@ -5,59 +5,54 @@
]>
<section id="sn-plugins">
- <title>Using Plugins</title>
- <para>
- Using Plugins in ardour is easy and fun!
- </para>
-
- <para>
- Fortunately for us, there's <ulink url="http://ladspa.org">LADSPA!!</ulink>
- Ladspa stands for <emphasis>L</emphasis>inux <emphasis>A</emphasis>udio
- <emphasis>D</emphasis>evelopers <emphasis>S</emphasis>imple
- <emphasis>P</emphasis>lugin <emphasis>A</emphasis> PI, and there is a great
- suite of Free plugins maintained by Steve Harris at
- <ulink url="http://plugin.org.uk">plugin.org.uk</ulink>.
- </para>
-
- <para>
- Once you have the plugins installed, restart Ardour (don't forget to save!)
- and open up the mixer window. See the black rectangle about 3/4 of the way
- down the mixer strip? That's the sends list. Think of a mixer strip as a
- signal path. Follow the signal as it flows from the top down through inputs,
- varispeed settings, volume controls, plugins and sends, pan control and then
- output. Right-click on the empty sends list and select <guimenuitem>New
- Plugin</guimenuitem> from the popup menu.
- </para>
-
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/pluginmenu.jpg"/>
- </imageobject>
- </mediaobject>
-
- <para>
- You'll be presented with a list of available LADSPA plugins. experiment and
- choose the one that's right for you. I really like the VyNil effect. It
- creates an old worn out vynil record sound.
- </para>
-
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/ladspa.jpg"/>
- </imageobject>
- </mediaobject>
-
- <para>
- In the screenshot below, you will find a bouquet of various LADSPA plugins.
- aaahhh... le mot juste...
- </para>
-
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/plugins.jpg"/>
- </imageobject>
- </mediaobject>
-
+ <title>Using Plugins</title>
+ <para>
+ Using Plugins in ardour is easy and fun!
+ </para>
+
+ <para>
+ Fortunately for us, there's
+ <ulink url="http://ladspa.org">LADSPA!!</ulink> Ladspa stands for
+ <emphasis>L</emphasis>inux <emphasis>A</emphasis>udio
+ <emphasis>D</emphasis>evelopers <emphasis>S</emphasis>imple
+ <emphasis>P</emphasis>lugin <emphasis>A</emphasis> PI, and there is a
+ great suite of Free plugins maintained by Steve Harris at
+ <ulink url="http://plugin.org.uk">plugin.org.uk</ulink>.
+ </para>
+
+ <para>
+ Once you have the plugins installed, restart Ardour (don't forget to
+ save!) and open up the mixer window. See the black rectangle about 3/4
+ of the way down the mixer strip? That's the sends list. Think of a mixer
+ strip as a signal path. Follow the signal as it flows from the top down
+ through inputs, varispeed settings, volume controls, plugins and sends,
+ pan control and then output. Right-click on the empty sends list and
+ select <guimenuitem>New Plugin</guimenuitem> from the popup menu.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/pluginmenu.jpg"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ You'll be presented with a list of available LADSPA plugins. experiment
+ and choose the one that's right for you. I really like the VyNil effect.
+ It creates an old worn out vynil record sound.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/ladspa.jpg"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ In the screenshot below, you will find a bouquet of various LADSPA
+ plugins. aaahhh... le mot juste...
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/plugins.jpg"/>
+ </imageobject>
+ </mediaobject>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/preface.xml b/manual/xml/preface.xml
index a780e95060..ce364faeeb 100644
--- a/manual/xml/preface.xml
+++ b/manual/xml/preface.xml
@@ -1,20 +1,16 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE preface PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
-<preface id="sn-preface">
-
- <title>Preface</title>
-
- <!--
+<preface id="sn-preface"><title>Preface</title>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="formatting_conventions.xml" />
- -->
-
- <!--
+ -->
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</preface>
diff --git a/manual/xml/recording.xml b/manual/xml/recording.xml
index 2b56bdf40a..6b3feb6112 100644
--- a/manual/xml/recording.xml
+++ b/manual/xml/recording.xml
@@ -5,15 +5,15 @@
]>
<chapter id="ch-recording">
- <title>Recording</title>
- <para>
- This section covers the main points of recording audio into an Ardour
- session.
- </para>
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <title>Recording</title>
+ <para>
+ This section covers the main points of recording audio into an Ardour
+ session.
+ </para>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="basic_recording.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="monitoring.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="setting_up_to_record.xml" />
</chapter>
diff --git a/manual/xml/renaming_tracks.xml b/manual/xml/renaming_tracks.xml
index e1318550a7..22aa34e72b 100644
--- a/manual/xml/renaming_tracks.xml
+++ b/manual/xml/renaming_tracks.xml
@@ -5,52 +5,55 @@
]>
<section id="renaming-tracks">
- <title>Renaming Tracks</title>
- <para>
- Tracks can be renamed from within the <link linkend="sn-editor-window">Editor
- Window</link> or the <link linkend="sn-mixer-window">Mixer Window</link>.
- </para>
+ <title>Renaming Tracks</title>
+ <para>
+ Tracks can be renamed from within the
+ <link linkend="sn-editor-window">Editor Window</link> or the
+ <link linkend="sn-mixer-window">Mixer Window</link>.
+ </para>
- <para>
- To change the name of a track in the Editor Window click within the track
- name field in the <link linkend="track-controls">Track Controls</link>,
- enter the new track name and press the <keycap>Enter</keycap> key to confirm
- the change.
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/track_name_field.png"/>
- </imageobject>
- </mediaobject>
- <para>
- If you decide not to rename a track after already changing the content of
- the track name field but before confirming the change pressing the
- <keycap>ESC</keycap> key will restore the original track name.
- </para>
- <tip>
- <para>
- Several tracks can be renamed quickly in sequence by using the
- <keycap>Tab</keycap> key to move the focus between the track name fields.
- </para>
- </tip>
- <para>
- To change the name of a track in Mixer Window click on the track name button
- and choose <guimenuitem>Rename</guimenuitem> from the pop-up menu.
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/mixer_strip_name_button_popup.png"/>
- </imageobject>
- </mediaobject>
- <para>
- A dialog will then appear allowing you to rename the track, input the new
- name and press <keycap>Enter</keycap> or click
- <guimenuitem>Rename</guimenuitem> to confirm the name change.
- </para>
+ <para>
+ To change the name of a track in the Editor Window click within the
+ track name field in the <link linkend="track-controls">Track
+ Controls</link>, enter the new track name and press the
+ <keycap>Enter</keycap> key to confirm the change.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/track_name_field.png"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ If you decide not to rename a track after already changing the content
+ of the track name field but before confirming the change pressing the
+ <keycap>ESC</keycap> key will restore the original track name.
+ </para>
+ <tip>
+ <para>
+ Several tracks can be renamed quickly in sequence by using the
+ <keycap>Tab</keycap> key to move the focus between the track name
+ fields.
+ </para>
+ </tip>
+ <para>
+ To change the name of a track in Mixer Window click on the track name
+ button and choose <guimenuitem>Rename</guimenuitem> from the pop-up
+ menu.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/mixer_strip_name_button_popup.png"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ A dialog will then appear allowing you to rename the track, input the
+ new name and press <keycap>Enter</keycap> or click
+ <guimenuitem>Rename</guimenuitem> to confirm the name change.
+ </para>
- <warning>
- <para>
- Changes to track names cannot be undone.
- </para>
- </warning>
+ <warning>
+ <para>
+ Changes to track names cannot be undone.
+ </para>
+ </warning>
</section>
diff --git a/manual/xml/saving_a_session.xml b/manual/xml/saving_a_session.xml
index 3fcd84a5b3..b430a90256 100644
--- a/manual/xml/saving_a_session.xml
+++ b/manual/xml/saving_a_session.xml
@@ -1,41 +1,32 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-saving-a-session">
+ <title>Saving a Session</title>
+ <para>
+ Ardour will save your session every time you add a new track/bus, and
+ after every capture. Saving regularly at other times will help ensure
+ that your work is preserved on your disk drive.
+ </para>
- <title>Saving a Session</title>
-
- <para>
- Ardour will save your session every time you add a new track/bus,
- and after every capture. Saving regularly at other times will help
- ensure that your work is preserved on your disk drive.
- </para>
+ <section id="save-the-session-file">
+ <title>Save the Session File</title>
+ <para>
+ Choose <menuchoice> <guimenu>Session</guimenu>
+ <guisubmenu>Save</guisubmenu> </menuchoice> to save the changes that
+ have been made to the session.
+ </para>
- <section id="save-the-session-file">
-
- <title>Save the Session File</title>
-
- <para>
- Choose
- <menuchoice>
- <guimenu>Session</guimenu>
- <guisubmenu>Save</guisubmenu>
- </menuchoice>
- to save the changes that have been made to the session.
- </para>
-
- <warning>
- <para>
- Saving a session writes a new session in place of the old one, and it
- cannot be undone.
- </para>
- </warning>
-
- </section>
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <warning>
+ <para>
+ Saving a session writes a new session in place of the old one, and
+ it cannot be undone.
+ </para>
+ </warning>
+ </section>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="snapshots.xml" />
-
</section>
diff --git a/manual/xml/sessions.xml b/manual/xml/sessions.xml
index e7c153ee1c..a9e31f5790 100644
--- a/manual/xml/sessions.xml
+++ b/manual/xml/sessions.xml
@@ -1,39 +1,29 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-sessions">
-
- <title>Sessions</title>
-
- <para>
- This chapter covers the basics of starting a new project with Ardour,
- including how to set up a session.
- </para>
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <title>Sessions</title>
+ <para>
+ This chapter covers the basics of starting a new project with Ardour,
+ including how to set up a session.
+ </para>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="starting_up_your_system.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="creating_a_new_session.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="adding_tracks.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="opening_a_session.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="saving_a_session.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="templates.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="closing_a_session.xml" />
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="cleaning_up_a_session.xml" />
-
</section>
diff --git a/manual/xml/setting_up_to_record.xml b/manual/xml/setting_up_to_record.xml
index bde52fd06a..88b94bd816 100644
--- a/manual/xml/setting_up_to_record.xml
+++ b/manual/xml/setting_up_to_record.xml
@@ -5,225 +5,229 @@
]>
<section id="sn-setting-up-to-record">
- <title>Setting Up To Record</title>
- <para>
- This page needs massive work
- </para>
-
- <para>
- It is very important that you check your system is connected and configured
- correctly before attempting to record. See Hardware Installation for more
- information on this topic.
- </para>
-
- <section id="setup-connections">
- <title>Connections</title>
- <para></para>
- </section>
-
- <section id="setup-levels">
- <title>Levels</title>
- <para></para>
- </section>
-
- <section id="setup-clipping">
- <title>Clipping</title>
- <para></para>
- </section>
-
- <section id="record-enabling-tracks">
- <title>Record Enabling Tracks</title>
- <para></para>
- </section>
-
- <section id="setup-monitoring">
- <title>Monitoring</title>
- <para></para>
- </section>
-
- <section id="setup-hardware-monitoring">
- <title>Hardware Monitoring</title>
- <para></para>
- </section>
-
- <section id="setup-software-monitoring">
- <title>Software Monitoring</title>
- <para></para>
- </section>
-
- <section id="setup-latency">
- <title>Latency</title>
- <para></para>
- </section>
-
- <section id="setup-external-monitoring">
- <title>External Monitoring</title>
- <para></para>
- </section>
-
- <section id="setup-auto-input">
- <title>Auto-Input</title>
- <para></para>
- </section>
-
- <section id="setup-track-naming">
- <title>Track Naming</title>
- <para></para>
- </section>
-
- <section id="setup-default-names">
- <title>Default names</title>
- <para></para>
- </section>
-
- <section id="disk-allocation">
- <title> Disk Allocation </title>
- <para>
- It is of course possible to use Ardour on a single-disk system, but you are
- more likely to have performance problems this way.
- </para>
-
- <para>
- If you have more than one disk available, we highly recommend using one
- "system" disk and one or more "audio" disks.
- </para>
-
- <section id="using-the-system-disk">
- <title>Using the system disk </title>
- <para>
- The "system" disk is the main disk on which your operating system and
- (usually) all your installed software reside.
- </para>
-
- <para>
- If you have any other disks available, it is usually
- <emphasis>not</emphasis>
- advisable to put your Ardour session and all its soundfiles on the main
- system disk. The reason is that this disk may be used at any time by the
- OS or other programs and, if Ardour is trying to play a large amount of
- disk data at that moment, in the worst case this can cause Ardour's
- playback to stop completely. (insert screenshot of error dialog here)
- </para>
-
- <para>
- Even so, if you have only two disks (the system disk and your audio disk),
- it is possible that a large session will reach the performance limits of a
- single dedicated audio disk. In this case, it may be better to put some
- audio data on the system disk as described in the Soft RAID section below.
- </para>
- </section>
-
- <section id="using-multiple-disks">
- <title> Using Multiple Disks </title>
- <section id="hardware-raid">
- <title>Hardware RAID</title>
- <para>
- You can of course use a normal RAID disk array to spread data across
- multiple disks. This is beyond the scope of this manual.
- </para>
- </section>
-
- <section id="soft-raid-path">
- <title>Ardour's "Soft" RAID Path</title>
- <para>
- It is possible to spread the resources for your Ardour session across
- multiple disks. This can increase the number of tracks or regions you can
- work with at once.
- </para>
-
- <para>
- There is no reason to do this if your computer has only one disk.
- </para>
-
- <para>
- To use the "soft RAID" feature, manually create a new directory on
- another disk. Open the Options Editor window. Click on the Paths/Files
- tab. In the "session RAID path" text box, you will see that the default
- value is the path to the directory where your current session lives. But
- this Session RAID Path can actually be a colon-separated list of
- directories. To add your new directory to this list, type a single colon
- after the existing Session RAID Path, followed by the full path to the
- new directory. Ardour will now record new tracks to either directory.
- (question: how does ardour decide which files go where?)
- </para>
-
- <para>
- You can squeeze some more disk performance out of an existing session by
- following the above procedure, then manually moving some files from the
- <code>sounds/</code>
- subdirectory of the existing session into a
- <code>sounds/</code>
- subdirectory of your new directory. Be very careful when doing this! If
- you accidentally delete these sound files, Ardour cannot magically fix it
- for you.
- </para>
-
- <note>
- <para>
- If you use the "soft" RAID feature described above, take care to
- remember this when making and restoring session backups! You will not be
- happy if you forget to back up one of your data directories; and
- restoring a backup won't work if you don't make sure that the "Session
- RAID Path" setting corresponds to the directories where you actually put
- the restored files.
- </para>
- </note>
- </section>
- </section>
- </section>
-
- <section id="recording-modes">
- <title> Recording modes </title>
- <section id="destructive-recording">
- <title> destructive recording </title>
- <para>
- When creating tracks, there are 2 different options: Normal tracks and
- Tape tracks. Tape tracks implement a "destructive" style of recording that
- is useful when you will be making multiple recordings to the same track,
- and you don't want to keep a separate "region" on disk for each take.
- There is no undo function (yet) and there is no way to edit a tape track
- (yet). So what is this good for? Well, consider the case where you are
- doing a final mixdown of a project. You could record-enable two Tape
- tracks, and send the master bus output to these tracks. Every time you
- play through a section of the project, the resulting mix will be recorded
- onto the continuous tape track. Once you reach the end of the project, you
- can send the resultant wav file directly to the next production step.
- There is no "rendering" step required. The utility of this increases when
- you are using an outboard, automated mixer. This type of recording is very
- common on a film dubbing stage.
- </para>
- </section>
- </section>
-
- <section id="setup-loop-recording">
- <title>loop recording</title>
- <para></para>
- </section>
-
- <section id="setup-punch-recording">
- <title>Punch Recording</title>
- <para></para>
- </section>
-
- <section id="recording-with-a-click-track">
- <title>Recording with a Click track</title>
- <para></para>
- </section>
-
- <section id="the-click-track">
- <title>The Click Track</title>
- <para>
- Enabling the click Routing the click Specifying click sounds Default Meter
- Default Tempo
- </para>
- </section>
-
- <section id="tempo">
- <title>Tempo</title>
- <para>
- manual tempo tap tempo
- </para>
- </section>
+ <title>Setting Up To Record</title>
+ <para>
+ This page needs massive work
+ </para>
+
+ <para>
+ It is very important that you check your system is connected and
+ configured correctly before attempting to record. See Hardware
+ Installation for more information on this topic.
+ </para>
+
+ <section id="setup-connections">
+ <title>Connections</title>
+ <para></para>
+ </section>
+
+ <section id="setup-levels">
+ <title>Levels</title>
+ <para></para>
+ </section>
+
+ <section id="setup-clipping">
+ <title>Clipping</title>
+ <para></para>
+ </section>
+
+ <section id="record-enabling-tracks">
+ <title>Record Enabling Tracks</title>
+ <para></para>
+ </section>
+
+ <section id="setup-monitoring">
+ <title>Monitoring</title>
+ <para></para>
+ </section>
+
+ <section id="setup-hardware-monitoring">
+ <title>Hardware Monitoring</title>
+ <para></para>
+ </section>
+
+ <section id="setup-software-monitoring">
+ <title>Software Monitoring</title>
+ <para></para>
+ </section>
+
+ <section id="setup-latency">
+ <title>Latency</title>
+ <para></para>
+ </section>
+
+ <section id="setup-external-monitoring">
+ <title>External Monitoring</title>
+ <para></para>
+ </section>
+
+ <section id="setup-auto-input">
+ <title>Auto-Input</title>
+ <para></para>
+ </section>
+
+ <section id="setup-track-naming">
+ <title>Track Naming</title>
+ <para></para>
+ </section>
+
+ <section id="setup-default-names">
+ <title>Default names</title>
+ <para></para>
+ </section>
+
+ <section id="disk-allocation">
+ <title> Disk Allocation </title>
+ <para>
+ It is of course possible to use Ardour on a single-disk system, but
+ you are more likely to have performance problems this way.
+ </para>
+
+ <para>
+ If you have more than one disk available, we highly recommend using
+ one "system" disk and one or more "audio" disks.
+ </para>
+
+ <section id="using-the-system-disk">
+ <title>Using the system disk </title>
+ <para>
+ The "system" disk is the main disk on which your operating system
+ and (usually) all your installed software reside.
+ </para>
+
+ <para>
+ If you have any other disks available, it is usually
+ <emphasis>not</emphasis> advisable to put your Ardour session and
+ all its soundfiles on the main system disk. The reason is that this
+ disk may be used at any time by the OS or other programs and, if
+ Ardour is trying to play a large amount of disk data at that moment,
+ in the worst case this can cause Ardour's playback to stop
+ completely. (insert screenshot of error dialog here)
+ </para>
+
+ <para>
+ Even so, if you have only two disks (the system disk and your audio
+ disk), it is possible that a large session will reach the
+ performance limits of a single dedicated audio disk. In this case,
+ it may be better to put some audio data on the system disk as
+ described in the Soft RAID section below.
+ </para>
+ </section>
+
+ <section id="using-multiple-disks">
+ <title> Using Multiple Disks </title>
+ <section id="hardware-raid">
+ <title>Hardware RAID</title>
+ <para>
+ You can of course use a normal RAID disk array to spread data
+ across multiple disks. This is beyond the scope of this manual.
+ </para>
+ </section>
+
+ <section id="soft-raid-path">
+ <title>Ardour's "Soft" RAID Path</title>
+ <para>
+ It is possible to spread the resources for your Ardour session
+ across multiple disks. This can increase the number of tracks or
+ regions you can work with at once.
+ </para>
+
+ <para>
+ There is no reason to do this if your computer has only one disk.
+ </para>
+
+ <para>
+ To use the "soft RAID" feature, manually create a new directory on
+ another disk. Open the Options Editor window. Click on the
+ Paths/Files tab. In the "session RAID path" text box, you will see
+ that the default value is the path to the directory where your
+ current session lives. But this Session RAID Path can actually be
+ a colon-separated list of directories. To add your new directory
+ to this list, type a single colon after the existing Session RAID
+ Path, followed by the full path to the new directory. Ardour will
+ now record new tracks to either directory. (question: how does
+ ardour decide which files go where?)
+ </para>
+
+ <para>
+ You can squeeze some more disk performance out of an existing
+ session by following the above procedure, then manually moving
+ some files from the
+ <code>sounds/</code>
+ subdirectory of the existing session into a
+ <code>sounds/</code>
+ subdirectory of your new directory. Be very careful when doing
+ this! If you accidentally delete these sound files, Ardour cannot
+ magically fix it for you.
+ </para>
+
+ <note>
+ <para>
+ If you use the "soft" RAID feature described above, take care to
+ remember this when making and restoring session backups! You
+ will not be happy if you forget to back up one of your data
+ directories; and restoring a backup won't work if you don't make
+ sure that the "Session RAID Path" setting corresponds to the
+ directories where you actually put the restored files.
+ </para>
+ </note>
+ </section>
+ </section>
+ </section>
+
+ <section id="recording-modes">
+ <title> Recording modes </title>
+ <section id="destructive-recording">
+ <title> destructive recording </title>
+ <para>
+ When creating tracks, there are 2 different options: Normal tracks
+ and Tape tracks. Tape tracks implement a "destructive" style of
+ recording that is useful when you will be making multiple recordings
+ to the same track, and you don't want to keep a separate "region" on
+ disk for each take. There is no undo function (yet) and there is no
+ way to edit a tape track (yet). So what is this good for? Well,
+ consider the case where you are doing a final mixdown of a project.
+ You could record-enable two Tape tracks, and send the master bus
+ output to these tracks. Every time you play through a section of the
+ project, the resulting mix will be recorded onto the continuous tape
+ track. Once you reach the end of the project, you can send the
+ resultant wav file directly to the next production step. There is no
+ "rendering" step required. The utility of this increases when you
+ are using an outboard, automated mixer. This type of recording is
+ very common on a film dubbing stage.
+ </para>
+ </section>
+ </section>
+
+ <section id="setup-loop-recording">
+ <title>loop recording</title>
+ <para></para>
+ </section>
+
+ <section id="setup-punch-recording">
+ <title>Punch Recording</title>
+ <para></para>
+ </section>
+
+ <section id="recording-with-a-click-track">
+ <title>Recording with a Click track</title>
+ <para></para>
+ </section>
+
+ <section id="the-click-track">
+ <title>The Click Track</title>
+ <para>
+ Enabling the click Routing the click Specifying click sounds Default
+ Meter Default Tempo
+ </para>
+ </section>
+
+ <section id="tempo">
+ <title>Tempo</title>
+ <para>
+ manual tempo tap tempo
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/snapshots.xml b/manual/xml/snapshots.xml
index 65ef5bcd42..dcb3d38b61 100644
--- a/manual/xml/snapshots.xml
+++ b/manual/xml/snapshots.xml
@@ -5,18 +5,18 @@
]>
<section id="sn-snapshots">
- <title>Snapshots</title>
- <para>
- Choose <menuchoice> <guimenu>Session</guimenu>
- <guisubmenu>Snapshot</guisubmenu> </menuchoice> to store the current state
- of the session without overwriting the primary session file. The snapshot
- dialog will appear, and you can (optionally) enter a name for the snapshot.
- The default name is based on the current time.
- </para>
+ <title>Snapshots</title>
+ <para>
+ Choose <menuchoice> <guimenu>Session</guimenu>
+ <guisubmenu>Snapshot</guisubmenu> </menuchoice> to store the current
+ state of the session without overwriting the primary session file. The
+ snapshot dialog will appear, and you can (optionally) enter a name for
+ the snapshot. The default name is based on the current time.
+ </para>
- <para>
- IMAGE
- </para>
+ <para>
+ IMAGE
+ </para>
<!--
<mediaobject>
<imageobject>
@@ -24,19 +24,19 @@
</imageobject>
</mediaobject>
-->
- <para>
- A snapshot is nothing more than a new session file. It still references the
- same audio and automation data as the primary session file.
- </para>
+ <para>
+ A snapshot is nothing more than a new session file. It still references
+ the same audio and automation data as the primary session file.
+ </para>
- <note>
- <para>
- Saving a snapshot does not change the status of the current session. It
- does not change what will happen when you choose <menuchoice>
- <guimenu>Session</guimenu> <guisubmenu>Save</guisubmenu> </menuchoice> at a
- later time. Note that a snapshot is not a new session.
- </para>
- </note>
+ <note>
+ <para>
+ Saving a snapshot does not change the status of the current session.
+ It does not change what will happen when you choose <menuchoice>
+ <guimenu>Session</guimenu> <guisubmenu>Save</guisubmenu> </menuchoice>
+ at a later time. Note that a snapshot is not a new session.
+ </para>
+ </note>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/starting_up_your_system.xml b/manual/xml/starting_up_your_system.xml
index 619ef2cdbb..684edb20b8 100644
--- a/manual/xml/starting_up_your_system.xml
+++ b/manual/xml/starting_up_your_system.xml
@@ -1,17 +1,14 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-starting-up-your-system">
-
- <title>Starting up your system</title>
-
- <para>
- In order for Ardour to be able to do anything at all, you need JACK
- to be running. See
- <xref linkend="sn-configuring-jack"/>
- for more details on how to start and configure JACK.
- </para>
-
+ <title>Starting up your system</title>
+ <para>
+ In order for Ardour to be able to do anything at all, you need JACK to
+ be running. See <xref linkend="sn-configuring-jack"/> for more details
+ on how to start and configure JACK.
+ </para>
</section>
diff --git a/manual/xml/synchronization.xml b/manual/xml/synchronization.xml
index aaf1bcb2f3..5c626feba8 100644
--- a/manual/xml/synchronization.xml
+++ b/manual/xml/synchronization.xml
@@ -5,14 +5,13 @@
]>
<chapter id="ch-synchronization">
- <title>Synchronization</title>
- <para>
- This section covers techniques and strategies for running Ardour in sync
- with other hardware and software.
- </para>
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <title>Synchronization</title>
+ <para>
+ This section covers techniques and strategies for running Ardour in sync
+ with other hardware and software.
+ </para>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="synchronization_concepts.xml" />
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="video_synchronization_via_mtc.xml" />
</chapter>
diff --git a/manual/xml/synchronization_concepts.xml b/manual/xml/synchronization_concepts.xml
index 765bb69fe5..0947baf340 100644
--- a/manual/xml/synchronization_concepts.xml
+++ b/manual/xml/synchronization_concepts.xml
@@ -5,158 +5,164 @@
]>
<section id="sn-synchronization_concepts">
- <title>Synchronization Concepts</title>
- <para>
- As soon as you start handling audio on more than one device, it is important
- to understand and to think about
- <emphasis>synchronization</emphasis>
- : how to get the devices to have the same sense of time and speed.
- </para>
+ <title>Synchronization Concepts</title>
+ <para>
+ As soon as you start handling audio on more than one device, it is
+ important to understand and to think about
+ <emphasis>synchronization</emphasis> : how to get the devices to have
+ the same sense of time and speed.
+ </para>
- <para>
- However, there are two fundamentally different kinds of synchronization:
- </para>
+ <para>
+ However, there are two fundamentally different kinds of synchronization:
+ </para>
- <section id="sample-clock">
- <title>Sample Clock</title>
- <para>
- As outlined in the <emphasis>introductory concepts</emphasis> section,
- digital audio is created by taking a "sample" of an analog signal level on
- a periodic basis, say 48000 times per seconds (the "sample rate"). A
- dedicated clock (the "sample clock") ((actually, an oscillating crystal,
- but technology people call such things clocks)) "ticks" at that rate, and
- every time it does, a new sample is measured. The way the clock is used to
- convert digital audio back to an analog signal (i.e. to be sent to some
- loudspeakers) is more complex, but the clock is still an absolutely
- fundamental part of the mechanism.
- </para>
+ <section id="sample-clock">
+ <title>Sample Clock</title>
+ <para>
+ As outlined in the <emphasis>introductory concepts</emphasis> section,
+ digital audio is created by taking a "sample" of an analog signal
+ level on a periodic basis, say 48000 times per seconds (the "sample
+ rate"). A dedicated clock (the "sample clock") ((actually, an
+ oscillating crystal, but technology people call such things clocks))
+ "ticks" at that rate, and every time it does, a new sample is
+ measured. The way the clock is used to convert digital audio back to
+ an analog signal (i.e. to be sent to some loudspeakers) is more
+ complex, but the clock is still an absolutely fundamental part of the
+ mechanism.
+ </para>
- <para>
- Whenever you connect two digital audio devices together in order to move
- audio data from one to the other, you <emphasis>must ensure they share the
- same sample clock</emphasis> . Why is this necessary? The oscillating
- crystals used for the sample clock are generally very stable (they always
- tick at the same speed), but there are always minute differences in the
- speed that any two clocks tick at. When used by themselves, this makes no
- difference, but connect two digital audio devices together and these minute
- differences will eventually accumulate over time. Eventually, one of the
- devices will be trying to read a sample "in the middle" of the other
- device's tick, and the result is a small click or pop in the audio stream.
- </para>
- </section>
+ <para>
+ Whenever you connect two digital audio devices together in order to
+ move audio data from one to the other, you <emphasis>must ensure they
+ share the same sample clock</emphasis> . Why is this necessary? The
+ oscillating crystals used for the sample clock are generally very
+ stable (they always tick at the same speed), but there are always
+ minute differences in the speed that any two clocks tick at. When used
+ by themselves, this makes no difference, but connect two digital audio
+ devices together and these minute differences will eventually
+ accumulate over time. Eventually, one of the devices will be trying to
+ read a sample "in the middle" of the other device's tick, and the
+ result is a small click or pop in the audio stream.
+ </para>
+ </section>
- <section id="timeline-sync">
- <title>Timeline Sync</title>
- <para>
- The concept of a timeline comes up over and over again when working with a
- digital audio workstation, and also with video editing systems. By
- "timeline" we mean nothing more than some way to define a "name" for the
- point where certain sounds (and/or visual images) occur. When you work in
- Ardour's editor window, the rulers near the top provide one or more
- timelines in different units. You can look at the editor window and say
- "this sound starts at 1 minute 32 seconds" or "this tracks fades out
- starting at bar 13 beat 22".
- </para>
+ <section id="timeline-sync">
+ <title>Timeline Sync</title>
+ <para>
+ The concept of a timeline comes up over and over again when working
+ with a digital audio workstation, and also with video editing systems.
+ By "timeline" we mean nothing more than some way to define a "name"
+ for the point where certain sounds (and/or visual images) occur. When
+ you work in Ardour's editor window, the rulers near the top provide
+ one or more timelines in different units. You can look at the editor
+ window and say "this sound starts at 1 minute 32 seconds" or "this
+ tracks fades out starting at bar 13 beat 22".
+ </para>
- <para>
- But what happens when you want to share a timeline between two different
- devices? For example, you may want to run a hardware video editor in
- conjunction with ardour, and always have the visual and audio playback be
- at the same point "in time". How do they each know what "in time" means?
- How do they know where the other one is? A mechanism for answering these
- questions provides <emphasis>timeline synchronization</emphasis> .
- </para>
+ <para>
+ But what happens when you want to share a timeline between two
+ different devices? For example, you may want to run a hardware video
+ editor in conjunction with ardour, and always have the visual and
+ audio playback be at the same point "in time". How do they each know
+ what "in time" means? How do they know where the other one is? A
+ mechanism for answering these questions provides <emphasis>timeline
+ synchronization</emphasis> .
+ </para>
- <para>
- Timeline synchronization is entirely different from sample clock
- synchronization. Two devices can share a sample clock, but never use
- timeline information. Two devices can be sharing timeline information, but
- run on different sample clocks - they might not even have sample clocks if
- they are analog devices.
- </para>
- </section>
+ <para>
+ Timeline synchronization is entirely different from sample clock
+ synchronization. Two devices can share a sample clock, but never use
+ timeline information. Two devices can be sharing timeline information,
+ but run on different sample clocks - they might not even have sample
+ clocks if they are analog devices.
+ </para>
+ </section>
- <section id="word-clock">
- <title>Word Clock</title>
- <para>
- "Word Clock" is the name given to a signal used
- to distribute the "ticks" of a sample clock to multiple devices. Most
- digital audio devices that are intended for professional use have a word
- clock connector and a way to tell the device to use either its internal
- sample clock (for standalone use), or to use the word clock signal as the
- sample clock. Because of the electrical characteristics of the signal, it is
- very important that any length of cable used to distribute word clock is
- "terminated" with a 75 ohm resistor at both ends. Unfortunately, some
- devices include this terminator themselves, some contain a switchable
- resistor and some do not. Worse still, the user manuals for many devices do
- not provide any information on their termination configuration. It is often
- necessary to ask the manufacturer in cases where it is not made very obvious
- from marking near the word clock connectors on the device.
- </para>
- </section>
+ <section id="word-clock">
+ <title>Word Clock</title>
+ <para>
+ "Word Clock" is the name given to a signal used to distribute the
+ "ticks" of a sample clock to multiple devices. Most digital audio
+ devices that are intended for professional use have a word clock
+ connector and a way to tell the device to use either its internal
+ sample clock (for standalone use), or to use the word clock signal as
+ the sample clock. Because of the electrical characteristics of the
+ signal, it is very important that any length of cable used to
+ distribute word clock is "terminated" with a 75 ohm resistor at both
+ ends. Unfortunately, some devices include this terminator themselves,
+ some contain a switchable resistor and some do not. Worse still, the
+ user manuals for many devices do not provide any information on their
+ termination configuration. It is often necessary to ask the
+ manufacturer in cases where it is not made very obvious from marking
+ near the word clock connectors on the device.
+ </para>
+ </section>
- <section id="timecode">
- <title>Timecode</title>
- <para>
- "Timecode" is a signal that contains positional or "timeline" information.
- There are several different kinds of timecode signal, but by far the most
- important is known as SMPTE. Its name is an acronym for the Society for
- Motion Picture T?? Engineering, and timecode is just one of the standards
- they defined, but its the most well known. Because of its origins in the
- film/video world, SMPTE is very centered on the time units that matter to
- film/video editors. The base unit is called a "frame" and corresponds to a
- single still image in a film or video. There are typically on the order of
- 20-30 frames per second, so the actual resolution of SMPTE timecode is not
- very good compared to audio-based units where there are tens of thousands
- of "frames" per second.
- </para>
- </section>
+ <section id="timecode">
+ <title>Timecode</title>
+ <para>
+ "Timecode" is a signal that contains positional or "timeline"
+ information. There are several different kinds of timecode signal, but
+ by far the most important is known as SMPTE. Its name is an acronym
+ for the Society for Motion Picture T?? Engineering, and timecode is
+ just one of the standards they defined, but its the most well known.
+ Because of its origins in the film/video world, SMPTE is very centered
+ on the time units that matter to film/video editors. The base unit is
+ called a "frame" and corresponds to a single still image in a film or
+ video. There are typically on the order of 20-30 frames per second, so
+ the actual resolution of SMPTE timecode is not very good compared to
+ audio-based units where there are tens of thousands of "frames" per
+ second.
+ </para>
+ </section>
- <section id="SMPTE">
- <title>SMPTE</title>
- <para>
- SMPTE defines time using a combinations of hours, minutes, seconds, frames
- and subframes, combined with the frame rate. In a film/video environment,
- SMPTE is typically stored on the film/video media, and sent from the device
- used to play it. There are different ways of storing it on the media - you
- may come across terms like LTR and VTC - but the crucial idea to grasp is
- that the film/video has a timecode signal "stamped" into it, so that it is
- always possible to determine "what time it is" when any given image is
- visible.
- </para>
+ <section id="SMPTE">
+ <title>SMPTE</title>
+ <para>
+ SMPTE defines time using a combinations of hours, minutes, seconds,
+ frames and subframes, combined with the frame rate. In a film/video
+ environment, SMPTE is typically stored on the film/video media, and
+ sent from the device used to play it. There are different ways of
+ storing it on the media - you may come across terms like LTR and VTC -
+ but the crucial idea to grasp is that the film/video has a timecode
+ signal "stamped" into it, so that it is always possible to determine
+ "what time it is" when any given image is visible.
+ </para>
- <para>
- SMPTE timecode is sent from one system to another as an analog audio
- signal. You could listen to it if you wanted to, though it sounds like a
- generally screeching and unpleasant noise. What the SMPTE standard defines
- is a way to encode and decode the hrs:mins:secs:frames:subframes time into
- or from this audio signal.
- </para>
- </section>
+ <para>
+ SMPTE timecode is sent from one system to another as an analog audio
+ signal. You could listen to it if you wanted to, though it sounds like
+ a generally screeching and unpleasant noise. What the SMPTE standard
+ defines is a way to encode and decode the
+ hrs:mins:secs:frames:subframes time into or from this audio signal.
+ </para>
+ </section>
- <section id="mtc">
- <title>MTC</title>
- <para>
- The other very common form of timecode is known as "MTC" (MIDI Time Code).
- However, MTC is actually nothing more than a different way to transmit
- SMPTE timecode. It uses the exact same units as SMPTE timecode, but rather
- than send the signal as audio MTC defines a transmission method that uses a
- MIDI cabable and a data protocol. MTC consumes a measurable, but small,
- percentage of the available bandwidth on a MIDI cable (on the order of
- 2-3%). Most of the time, it is wise to use a single cable for MTC and MMC
- (MIDI Machine Control) and not share it with "musical" MIDI data (the kind
- that an instrument would send while being played).
- </para>
- </section>
+ <section id="mtc">
+ <title>MTC</title>
+ <para>
+ The other very common form of timecode is known as "MTC" (MIDI Time
+ Code). However, MTC is actually nothing more than a different way to
+ transmit SMPTE timecode. It uses the exact same units as SMPTE
+ timecode, but rather than send the signal as audio MTC defines a
+ transmission method that uses a MIDI cabable and a data protocol. MTC
+ consumes a measurable, but small, percentage of the available
+ bandwidth on a MIDI cable (on the order of 2-3%). Most of the time, it
+ is wise to use a single cable for MTC and MMC (MIDI Machine Control)
+ and not share it with "musical" MIDI data (the kind that an instrument
+ would send while being played).
+ </para>
+ </section>
- <section id="jack-transport">
- <title>JACK Transport</title>
- <para>
- For Ardour and other programs that use <emphasis>JACK</emphasis>, there is
- another method of doing timeline synchronization that is not based on SMPTE
- or MTC.
- </para>
- </section>
+ <section id="jack-transport">
+ <title>JACK Transport</title>
+ <para>
+ For Ardour and other programs that use <emphasis>JACK</emphasis>,
+ there is another method of doing timeline synchronization that is not
+ based on SMPTE or MTC.
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/templates.xml b/manual/xml/templates.xml
index e54e431d4a..0b39eb7d77 100644
--- a/manual/xml/templates.xml
+++ b/manual/xml/templates.xml
@@ -1,55 +1,47 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-templates">
+ <title>Session Templates</title>
+ <para>
+ Ardour allows you to create templates that specify the number of tracks
+ and busses, the I/O configuration and other aspects of the session. When
+ creating a new session, you can specify a template and it will be
+ created to match the template settings. To create a template, you will
+ need to be working on an existing session. Make sure that the session is
+ setup to in exactly the way you would like the template to be. Choose
+ <menuchoice> <guimenu>Session</guimenu> <guisubmenu>Save
+ Template</guisubmenu> </menuchoice>.
+ </para>
- <title>Session Templates</title>
-
- <para>
- Ardour allows you to create templates that specify the number of
- tracks and busses, the I/O configuration and other aspects of the
- session. When creating a new session, you can specify a template and it
- will be created to match the template settings. To create a template,
- you will need to be working on an existing session. Make sure that the
- session is setup to in exactly the way you would like the template to
- be. Choose
- <menuchoice>
- <guimenu>Session</guimenu>
- <guisubmenu>Save Template</guisubmenu>
- </menuchoice>.
- </para>
-
- <para>
- To open the Save Template dialog enter a name for the template and click
- <guibutton>Save</guibutton> or
- <keycombo><keycap>Ctrl</keycap><keycap>S</keycap></keycombo> to store
- the template using the current session configuration. Templates are
- basically session files without any audio data references. They are
- stored in your <filename>.ardour</filename> folder.
- </para>
-
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/save_template_dialog.png"/>
- </imageobject>
- </mediaobject>
-
- <section id="sn-using-a-template">
- <title>Using a template</title>
- <para>
- When opening a new session, instead of leaving the <guibutton>New setup</guibutton>
- button selected in the New Session dialog, click the <guibutton>Use template</guibutton>
- button, and then click on the name of the template you would like to
- use. Note that this option does not appear until you have saved at
- least one template.
- </para>
- </section>
-
- <!--
+ <para>
+ To open the Save Template dialog enter a name for the template and click
+ <guibutton>Save</guibutton> or
+ <keycombo><keycap>Ctrl</keycap><keycap>S</keycap></keycombo> to store
+ the template using the current session configuration. Templates are
+ basically session files without any audio data references. They are
+ stored in your <filename>.ardour</filename> folder.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/save_template_dialog.png"/>
+ </imageobject>
+ </mediaobject>
+ <section id="sn-using-a-template">
+ <title>Using a template</title>
+ <para>
+ When opening a new session, instead of leaving the <guibutton>New
+ setup</guibutton> button selected in the New Session dialog, click the
+ <guibutton>Use template</guibutton> button, and then click on the name
+ of the template you would like to use. Note that this option does not
+ appear until you have saved at least one template.
+ </para>
+ </section>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/tracks_and_busses.xml b/manual/xml/tracks_and_busses.xml
index cbe1d7c662..d008a64864 100644
--- a/manual/xml/tracks_and_busses.xml
+++ b/manual/xml/tracks_and_busses.xml
@@ -5,319 +5,317 @@
]>
<section id="sn-tracks-and-busses">
- <title>Tracks and Busses</title>
- <para>
- This chapter covers basic management of tracks. Tracks are probably the most
- important objects in Ardour. They represent the fundamental way to playback
- and record audio, MIDI, and image data.
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/signal_flow.png"/>
- </imageobject>
- </mediaobject>
- <section id="creating-tracks">
- <title>Creating Tracks</title>
- <para>
- Tracks may be added to the session at any time.
- </para>
-
- <orderedlist>
- <title>Creating a new Track</title>
- <listitem>
- <para>
- Choose <menuchoice> <guimenu>Session</guimenu> <guisubmenu>Add
- Track/Bus</guisubmenu> </menuchoice>
- </para>
- </listitem>
- <listitem>
- <para>
- add_track.ps Add Track Dialog
- </para>
- </listitem>
- <listitem>
- <para>
- In the Add Tracks dialog, choose whether you wish to add a new Track or a
- new Bus.
- </para>
- </listitem>
- <listitem>
- <para>
- Enter the number of new tracks/busses you want to add.
- </para>
- </listitem>
- <listitem>
- <para>
- Choose the I/O configuration of the tracks/busses you are adding using
- the clickbox.
- </para>
- </listitem>
- </orderedlist>
- </section>
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <title>Tracks and Busses</title>
+ <para>
+ This chapter covers basic management of tracks. Tracks are probably the
+ most important objects in Ardour. They represent the fundamental way to
+ playback and record audio, MIDI, and image data.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/signal_flow.png"/>
+ </imageobject>
+ </mediaobject>
+ <section id="creating-tracks">
+ <title>Creating Tracks</title>
+ <para>
+ Tracks may be added to the session at any time.
+ </para>
+ <orderedlist><title>Creating a new Track</title>
+ <listitem>
+ <para>
+ Choose <menuchoice> <guimenu>Session</guimenu> <guisubmenu>Add
+ Track/Bus</guisubmenu> </menuchoice>
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ add_track.ps Add Track Dialog
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ In the Add Tracks dialog, choose whether you wish to add a new
+ Track or a new Bus.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Enter the number of new tracks/busses you want to add.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Choose the I/O configuration of the tracks/busses you are adding
+ using the clickbox.
+ </para>
+ </listitem>
+ </orderedlist>
+ </section>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="renaming_tracks.xml" />
-
- <section id="deleting-tracks">
- <title>Deleting Tracks</title>
- <para>
- Deleting a track is permanent operation that cannot be undone. However,
- since the audio, MIDI, automation and other data associated with the track
- will remain as part of the session, and the actual playlist(s) that were in
- use by the track are still available. for use by other tracks. As a result,
- although inadvertently deleting a track is inconvenient, it doesn't result
- in any significant loss of information.
- </para>
-
- <section id="deleting-a-track">
- <title>deleting a track</title>
- <para>
- Click on the name of the track you want to delete. From the menu that
- appears, select <guimenuitem>Remove</guimenuitem>. A confirmation dialog will appear to ensure that
- you really meant to remove the track.
- </para>
- </section>
- </section>
-
- <section id="hiding-tracks">
- <title>Hiding Tracks</title>
- <para>
- The track list on the left edge of the Editor and Mixer can be used to hide
- or show specific tracks in either or both of those two windows. To hide a
- track, click to on the tracks name in the relevant track list. To show a
- track, click on its name in the track list. Visible tracks have their names
- shown in cyan, hidden ones in orange.
- </para>
-
- <para>
- You can also hide any track by clicking its hide button
- (images/hidebutton.ps).
- </para>
-
- <para>
- Hiding a track in the Editor has no effect on its visibility in the Mixer,
- and vice versa. Hiding a track in one or both windows does not affect the
- playback of that track's material.
- </para>
- </section>
-
- <section id="track-visibility">
- <title>Track Visibility</title>
- <section id="showing-all-tracks">
- <title>Showing all Tracks</title>
- <para>
- Click on the titlebar of the track list of the Editor or Mixer. From the
- menu that appears, select "Show All"
- </para>
- </section>
-
- <section id="hiding-all-tracks">
- <title>Hiding all Tracks</title>
- <para>
- Click on the titlebar of the track list of the Editor or Mixer. From the
- menu that appears, select "Hiding All".
- </para>
- </section>
-
- <section id="showing-classes-of-tracks">
- <title>Showing certain classes of tracks</title>
- <para>
- Click on the titlebar of the track list of the Editor or Mixer. From the
- menu that appears, select "Show All Audio Tracks", or "Show all Busses" as
- appropriate.
- </para>
- </section>
-
- <section id="hiding-classes-of-tracks">
- <title>Hiding certain classes of tracks</title>
- <para>
- Click on the titlebar of the track list of the Editor or Mixer. From the
- menu that appears, select "Hide All Audio Tracks", or "Hide all Busses" as
- appropriate.
- </para>
- </section>
-
- <section id="reordering-tracks">
- <title>Reordering Tracks</title>
- <para>
- Tracks may be reordered by clicking on their name in one of the track
- lists and dragging it to a new position in the list. Note that the order
- of tracks in the editor is totally independent of their order in the
- mixer.
- </para>
- </section>
- </section>
-
- <section id="io-configuration">
- <title>I/O Configuration</title>
- <para></para>
- </section>
-
- <section id="soloing-tracks">
- <title>Soloing Tracks</title>
- <para>
- "Soloing" a track refers to changing some aspect of the signal flow through
- Ardour that makes it possible to listen to one (or just a few) tracks at a
- time. It is often done during mixing and mastering to help an audio
- engineer listen carefully to parts of the mix.
- </para>
-
- <para>
- Tracks may be soloed at any time. When one or more tracks are soloed, all
- non-soloedntracks will no longer be audible.
- </para>
-
- <para>
- Soloing tracks does not affect the solo status of busses, nor vice versa.
- That is, soloing a track leaves all busses audible and soloing a track
- leaves all tracks "audible". You may not actually be able to hear the
- "audible" material if it is routed through a non-soloed bus.
- </para>
-
- <para>
- This design is intended to allow FX busses and master outs to be useful
- even when soloing. Soloing is made significantly more complex by the
- presence of control outs (see control_outs_soloing for more details on
- soloing with control outs).
- </para>
-
- <section id="rude-solo-light">
- <title>Rude Solo Light</title>
- <para>
- Whenever one or more tracks are soloed, the "rude solo light" in the
- transport window will flash. You can cancel any current solos by clicking
- on the "rude solo light".
- </para>
- </section>
-
- <section id="solo-modes">
- <title>Solo modes</title>
- <para>
- Ardour has two solo modes.
- </para>
-
- <variablelist>
- <title></title>
- <varlistentry>
- <term>solo latch</term>
- <listitem>
- <para>
- soloing a track adds it to the set of soloed tracks, so you may have
- any number of soloed tracks.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term>solo unlatch</term>
- <listitem>
- <para>
- soloing a track unsolos any other soloed track, so you can have only
- one soloed track at a time.
- </para>
- </listitem>
- </varlistentry>
- </variablelist>
- </section>
-
- <section id="changing-solo-mode">
- <title>Changing Solo Mode</title>
- <para>
- To change the solo mode, goto the Options editor (options_editor) and view
- the <guilabel>Misc</guilabel> tab.
- </para>
- </section>
-
- <section id="soloing-a-track">
- <title>Soloing a Track</title>
- <para>
- To toggle the solo state of a track, click on the solo button in either
- the mixer strip for the track or the track controls section in the editor.
- </para>
-
- <para>
- To toggle the solo state of all tracks in an edit or mix group, use Ctrl1
- on the solo button of a track in the group. If you do this in the Editor,
- the edit group will be used; in the Mixer, the mix group will be used.
- </para>
-
- <para>
- To toggle the solo state of all tracks, use
- <keycombo><keycap>Ctrl</keycap><keycap>Shift</keycap><mousebutton>Button1</mousebutton></keycombo>
- on a track solo button.
- </para>
- </section>
-
- <section id="solo-safe">
- <title>Solo safe</title>
- <para>
- To protect a track's current solo status, use Shift1 on that track's solo
- button. The color of the button will change to a pale blue to indicate
- "solo safe" status. No changes to the solo state for that
- track are possible until "solo safe" has been unset for the track.
- </para>
- </section>
-
- <section id="momentary-solo">
- <title>Momentary solo</title>
- <para>
- Use 2 on a track's solo button to solo the track for as long as the mouse
- button is pressed.
- </para>
- </section>
- </section>
-
- <section id="track-display-size">
- <title>Track Display Size</title>
- <para>
- In the editor window, tracks always extend across the full extent of the
- track display area, but they can have varying heights. In the mixer window,
- tracks always from the top to the bottom of the mixer (as strips), but they
- can have varying widths.
- </para>
-
- <section id="changing-editor-track-height">
- <title>Changing editor track height</title>
- <para></para>
- </section>
-
- <section id="changing-mixer-track-width">
- <title>Changing mixer track width</title>
- <para></para>
- </section>
- </section>
-
- <section id="track-groups">
- <title>Grouping Tracks</title>
- <section id="creating-a-track-group">
- <title>Creating a Group</title>
- <para></para>
- </section>
-
- <section id="renaming-track-group">
- <title>Renaming a Group</title>
- <para></para>
- </section>
-
- <section id="changing-members-of-a-track-group">
- <title>Changing members of a group</title>
- <para></para>
- </section>
-
- <section id="deleting-a-track-group">
- <title>Deleting a Group</title>
- <para></para>
- </section>
- </section>
-
- <section id="track-controls">
- <title>Track Controls</title>
- <para></para>
- </section>
-
- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ <section id="deleting-tracks">
+ <title>Deleting Tracks</title>
+ <para>
+ Deleting a track is permanent operation that cannot be undone.
+ However, since the audio, MIDI, automation and other data associated
+ with the track will remain as part of the session, and the actual
+ playlist(s) that were in use by the track are still available. for use
+ by other tracks. As a result, although inadvertently deleting a track
+ is inconvenient, it doesn't result in any significant loss of
+ information.
+ </para>
+
+ <section id="deleting-a-track">
+ <title>deleting a track</title>
+ <para>
+ Click on the name of the track you want to delete. From the menu
+ that appears, select <guimenuitem>Remove</guimenuitem>. A
+ confirmation dialog will appear to ensure that you really meant to
+ remove the track.
+ </para>
+ </section>
+ </section>
+
+ <section id="hiding-tracks">
+ <title>Hiding Tracks</title>
+ <para>
+ The track list on the left edge of the Editor and Mixer can be used to
+ hide or show specific tracks in either or both of those two windows.
+ To hide a track, click to on the tracks name in the relevant track
+ list. To show a track, click on its name in the track list. Visible
+ tracks have their names shown in cyan, hidden ones in orange.
+ </para>
+
+ <para>
+ You can also hide any track by clicking its hide button
+ (images/hidebutton.ps).
+ </para>
+
+ <para>
+ Hiding a track in the Editor has no effect on its visibility in the
+ Mixer, and vice versa. Hiding a track in one or both windows does not
+ affect the playback of that track's material.
+ </para>
+ </section>
+
+ <section id="track-visibility">
+ <title>Track Visibility</title>
+ <section id="showing-all-tracks">
+ <title>Showing all Tracks</title>
+ <para>
+ Click on the titlebar of the track list of the Editor or Mixer. From
+ the menu that appears, select "Show All"
+ </para>
+ </section>
+
+ <section id="hiding-all-tracks">
+ <title>Hiding all Tracks</title>
+ <para>
+ Click on the titlebar of the track list of the Editor or Mixer. From
+ the menu that appears, select "Hiding All".
+ </para>
+ </section>
+
+ <section id="showing-classes-of-tracks">
+ <title>Showing certain classes of tracks</title>
+ <para>
+ Click on the titlebar of the track list of the Editor or Mixer. From
+ the menu that appears, select "Show All Audio Tracks", or "Show all
+ Busses" as appropriate.
+ </para>
+ </section>
+
+ <section id="hiding-classes-of-tracks">
+ <title>Hiding certain classes of tracks</title>
+ <para>
+ Click on the titlebar of the track list of the Editor or Mixer. From
+ the menu that appears, select "Hide All Audio Tracks", or "Hide all
+ Busses" as appropriate.
+ </para>
+ </section>
+
+ <section id="reordering-tracks">
+ <title>Reordering Tracks</title>
+ <para>
+ Tracks may be reordered by clicking on their name in one of the
+ track lists and dragging it to a new position in the list. Note that
+ the order of tracks in the editor is totally independent of their
+ order in the mixer.
+ </para>
+ </section>
+ </section>
+
+ <section id="io-configuration">
+ <title>I/O Configuration</title>
+ <para></para>
+ </section>
+
+ <section id="soloing-tracks">
+ <title>Soloing Tracks</title>
+ <para>
+ "Soloing" a track refers to changing some aspect of the signal flow
+ through Ardour that makes it possible to listen to one (or just a few)
+ tracks at a time. It is often done during mixing and mastering to help
+ an audio engineer listen carefully to parts of the mix.
+ </para>
+
+ <para>
+ Tracks may be soloed at any time. When one or more tracks are soloed,
+ all non-soloedntracks will no longer be audible.
+ </para>
+
+ <para>
+ Soloing tracks does not affect the solo status of busses, nor vice
+ versa. That is, soloing a track leaves all busses audible and soloing
+ a track leaves all tracks "audible". You may not actually be able to
+ hear the "audible" material if it is routed through a non-soloed bus.
+ </para>
+
+ <para>
+ This design is intended to allow FX busses and master outs to be
+ useful even when soloing. Soloing is made significantly more complex
+ by the presence of control outs (see control_outs_soloing for more
+ details on soloing with control outs).
+ </para>
+
+ <section id="rude-solo-light">
+ <title>Rude Solo Light</title>
+ <para>
+ Whenever one or more tracks are soloed, the "rude solo light" in the
+ transport window will flash. You can cancel any current solos by
+ clicking on the "rude solo light".
+ </para>
+ </section>
+
+ <section id="solo-modes">
+ <title>Solo modes</title>
+ <para>
+ Ardour has two solo modes.
+ </para>
+
+ <variablelist>
+ <title></title>
+ <varlistentry>
+ <term>solo latch</term>
+ <listitem>
+ <para>
+ soloing a track adds it to the set of soloed tracks, so you
+ may have any number of soloed tracks.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>solo unlatch</term>
+ <listitem>
+ <para>
+ soloing a track unsolos any other soloed track, so you can
+ have only one soloed track at a time.
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </section>
+
+ <section id="changing-solo-mode">
+ <title>Changing Solo Mode</title>
+ <para>
+ To change the solo mode, goto the Options editor (options_editor)
+ and view the <guilabel>Misc</guilabel> tab.
+ </para>
+ </section>
+
+ <section id="soloing-a-track">
+ <title>Soloing a Track</title>
+ <para>
+ To toggle the solo state of a track, click on the solo button in
+ either the mixer strip for the track or the track controls section
+ in the editor.
+ </para>
+
+ <para>
+ To toggle the solo state of all tracks in an edit or mix group, use
+ Ctrl1 on the solo button of a track in the group. If you do this in
+ the Editor, the edit group will be used; in the Mixer, the mix group
+ will be used.
+ </para>
+
+ <para>
+ To toggle the solo state of all tracks, use
+ <keycombo><keycap>Ctrl</keycap><keycap>Shift</keycap><mousebutton>Button1</mousebutton></keycombo>
+ on a track solo button.
+ </para>
+ </section>
+
+ <section id="solo-safe">
+ <title>Solo safe</title>
+ <para>
+ To protect a track's current solo status, use Shift1 on that track's
+ solo button. The color of the button will change to a pale blue to
+ indicate "solo safe" status. No changes to the solo state for that
+ track are possible until "solo safe" has been unset for the track.
+ </para>
+ </section>
+
+ <section id="momentary-solo">
+ <title>Momentary solo</title>
+ <para>
+ Use 2 on a track's solo button to solo the track for as long as the
+ mouse button is pressed.
+ </para>
+ </section>
+ </section>
+
+ <section id="track-display-size">
+ <title>Track Display Size</title>
+ <para>
+ In the editor window, tracks always extend across the full extent of
+ the track display area, but they can have varying heights. In the
+ mixer window, tracks always from the top to the bottom of the mixer
+ (as strips), but they can have varying widths.
+ </para>
+
+ <section id="changing-editor-track-height">
+ <title>Changing editor track height</title>
+ <para></para>
+ </section>
+
+ <section id="changing-mixer-track-width">
+ <title>Changing mixer track width</title>
+ <para></para>
+ </section>
+ </section>
+
+ <section id="track-groups">
+ <title>Grouping Tracks</title>
+ <section id="creating-a-track-group">
+ <title>Creating a Group</title>
+ <para></para>
+ </section>
+
+ <section id="renaming-track-group">
+ <title>Renaming a Group</title>
+ <para></para>
+ </section>
+
+ <section id="changing-members-of-a-track-group">
+ <title>Changing members of a group</title>
+ <para></para>
+ </section>
+
+ <section id="deleting-a-track-group">
+ <title>Deleting a Group</title>
+ <para></para>
+ </section>
+ </section>
+
+ <section id="track-controls">
+ <title>Track Controls</title>
+ <para></para>
+ </section>
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="default_track_names.xml" />
-
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/transport_key_bindings.xml b/manual/xml/transport_key_bindings.xml
index 5ab88a0490..c2a3954b19 100644
--- a/manual/xml/transport_key_bindings.xml
+++ b/manual/xml/transport_key_bindings.xml
@@ -1,75 +1,82 @@
<?xml version="1.0" standalone="no"?>
+
<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
]>
<section id="sn-transport-key-bindings">
+ <title>Transport Key Bindings</title>
+ <table id="tbl-transport-key-bindings">
+ <title>Transport Key Bindings</title>
+ <tgroup cols = "2">
+ <colspec colnum="1" colname="Key Binding" colwidth="1"/>
+ <colspec colnum="2" colname="Action" colwidth= "2"/>
+ <thead>
+ <row>
+ <entry>
+ Key Binding
+ </entry>
+
+ <entry>
+ Action
+ </entry>
+ </row>
+ </thead>
+ <tbody>
+ <row>
+ <entry>
+ <keycombo><keycap>space</keycap></keycombo>
+ </entry>
+
+ <entry>
+ Toggle transport motion
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>Ctrl</keycap><keycap>Shift</keycap><keycap>space</keycap></keycombo>
+ </entry>
+
+ <entry>
+ Raise the Editor Window
+ </entry>
+ </row>
- <title>Transport Key Bindings</title>
+ <row>
+ <entry>
+ <keycombo><keycap>Shift</keycap><keycap>r</keycap></keycombo>
+ </entry>
- <table id="tbl-transport-key-bindings">
- <title>Transport Key Bindings</title>
- <tgroup cols = "2">
- <colspec colnum="1" colname="Key Binding" colwidth="1"/>
- <colspec colnum="2" colname="Action" colwidth= "2"/>
- <thead>
- <row>
- <entry>
- Key Binding
- </entry>
- <entry>
- Action
- </entry>
- </row>
- </thead>
- <tbody>
- <row>
- <entry>
- <keycombo><keycap>space</keycap></keycombo>
- </entry>
- <entry>
- Toggle transport motion
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Ctrl</keycap><keycap>Shift</keycap><keycap>space</keycap></keycombo>
- </entry>
- <entry>
- Raise the Editor Window
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Shift</keycap><keycap>r</keycap></keycombo>
- </entry>
- <entry>
- Toggle transport record-enable state
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>Home</keycap></keycombo>
- </entry>
- <entry>
- Move playhead to start
- </entry>
- </row>
- <row>
- <entry>
- <keycombo><keycap>End</keycap></keycombo>
- </entry>
- <entry>
- Move playhead to end
- </entry>
- </row>
- </tbody>
- </tgroup>
- </table>
+ <entry>
+ Toggle transport record-enable state
+ </entry>
+ </row>
- <!--
+ <row>
+ <entry>
+ <keycombo><keycap>Home</keycap></keycombo>
+ </entry>
+
+ <entry>
+ Move playhead to start
+ </entry>
+ </row>
+
+ <row>
+ <entry>
+ <keycombo><keycap>End</keycap></keycombo>
+ </entry>
+
+ <entry>
+ Move playhead to end
+ </entry>
+ </row>
+ </tbody>
+ </tgroup>
+ </table>
+<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
-->
-
</section>
diff --git a/manual/xml/user_interface_conventions.xml b/manual/xml/user_interface_conventions.xml
index b79fea1e87..61f80ad6ba 100644
--- a/manual/xml/user_interface_conventions.xml
+++ b/manual/xml/user_interface_conventions.xml
@@ -5,173 +5,177 @@
]>
<section id="sn-user-interface-conventions">
- <title>Interface Basics</title>
-
- <para>
- Although Ardour has a fairly conventional graphical user interface, there
- are a few elements that are unique to it and are probably new to you. This
- chapter provides a guide to using these aspects of the interface.
- </para>
-
- <section id="interface-mouse-clicks">
- <title>Mouse Clicks</title>
-
- <section id="interface-click">
- <title>Click</title>
-
- <para>
- When we say "click on" without specifying a mouse button, we mean use
- <mousebutton>Button1</mousebutton> to click on a user interface element (button, fader, menu, etc).
- </para>
- </section>
-
- <section id="interface-context-click">
- <title>Context Click</title>
-
- <para>
- As in most graphical user interfaces today, a "context click" (<mousebutton>Button3</mousebutton>) in
- many parts of the user interface will popup a context-specific menu,
- allowing you to set parameters or carry out operations. There are a lot of
- examples of this, but trying it on an audio region, a mixer mute button
- and a mixer strip name will show the general idea.
- </para>
- </section>
-
- <section id="interface-delete-edit-click">
- <title>Delete &amp; Edit Click</title>
-
- <para>
- There are two additional mouse/key combinations that you should be
- familiar and comfortable with. They are called "delete click" and "edit
- click", and by default they consist
- <keycombo><keycap>Shift</keycap><mousebutton>Button3</mousebutton></keycombo> click and
- <keycombo><keycap>Ctrl</keycap><mousebutton>Button3</mousebutton></keycombo> click respectively. A delete click on most objects within
- Ardour's editor will delete that object. This includes regions, markers,
- curve control points and so on. An edit click on the any of the same kind
- of objects will pop up an editor dialog for that object.
- </para>
- </section>
- </section>
-
- <section id="interface-clocks">
- <title>Clocks</title>
-
- <para>
- There are several clocks in Ardour's user interface, some of them visible
- all the time, others in windows that are only shown by request. All these
- clocks are identical to each other in their functionality, although some
- can be edited by the user and some are for display only.
- </para>
-
- <para>
- Context clicking on a clock brings up a menu that allows you to modify the
- display mode of that clock. The choices are:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- Audio Frames
- </para>
- </listitem>
- <listitem>
- <para>
- BBT (Bars,Beats,Ticks - musical tempo &amp; meter based time)
- </para>
- </listitem>
- <listitem>
- <para>
- SMPTE
- </para>
- </listitem>
- <listitem>
- <para>
- Min:Sec
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- Each clock mode has a number of different fields. For example, SMPTE has
- hours, minutes, seconds, and video frames.
- </para>
-
- <para>
- To edit the value of a particular clock, click in the leftmost field you
- want to modify. You can then enter a new value for that field using numeric
- keys, along with '.' where appropriate. Editing will move the next field of
- the clock after you have entered the maximum number of digits for a field.
- To move to the next field before this press Tab. To finish editing, either
- press <keycap>Return</keycap> or use the <keycap>Tab</keycap> key to advance through all remaining fields.
- </para>
- </section>
-
- <section id="interface-bar-controllers">
- <title>Bar Controllers</title>
-
- <para>
- Bar controllers were inspired by a comment made by "Larry the O" in
- Electronic Musician in 2001.
- </para>
-
- <para>
- A bar controller is a user interface element that works rather differently
- than any standard element found in most programs. They are used to provide
- a combined method of displaying and modifying a parameter.
- </para>
-
- <para>
- To graphically edit the value of the parameter represented by a bar
- controller, press <mousebutton>Button1</mousebutton> and drag the controller left/right or up/down as
- appropriate. To edit the value with greater precision, double click the
- controller and it will transform into a data entry box. You can enter an
- exact value for the parameter, or use arrow buttons to increment/decrement
- the displayed value. When you are finished editing, the Enter or Tab keys
- will transform the data entry box back into the normal version of the bar
- controller.
- </para>
- </section>
-
- <section id="interface-click-boxes">
- <title>Click Boxes</title>
-
- <para>
- Click boxes were also inspired by Larry's comment.
- </para>
-
- <para>
- A click box is, as its name suggests, just a part of a window you can click
- on to change some parameter or control value.
- </para>
-
- <para>
- Clicking with 3 moves the parameter to the next value, clicking with 1
- moves to the previous value. Clicking and holding either button will
- automatically advance through the possible values in the appropriate
- direction.
- </para>
-
- <note>
- <para>
- we are slowly eliminating click boxes in favor of bar controllers
- </para>
- </note>
- </section>
-
- <section id="interface-panes">
- <title>Panes</title>
-
- <para>
- Panes are user interface elements that allow you to adjust the relative
- sizes of two sections of a window. The panes in Ardour work perfectly
- normally but have one additional feature: a Delete-click on the pane
- divider will completely hide one side of its two sections. Which section
- depends on the pane, and is not user configurable, but is neary always
- precisely what you'd want anyway. If the pane is already hidden, then
- Delete-click (on the still-visible pane) will restore it to the size it had
- before it was hidden.
- </para>
- </section>
+ <title>Interface Basics</title>
+ <para>
+ Although Ardour has a fairly conventional graphical user interface,
+ there are a few elements that are unique to it and are probably new to
+ you. This chapter provides a guide to using these aspects of the
+ interface.
+ </para>
+
+ <section id="interface-mouse-clicks">
+ <title>Mouse Clicks</title>
+ <section id="interface-click">
+ <title>Click</title>
+ <para>
+ When we say "click on" without specifying a mouse button, we mean
+ use <mousebutton>Button1</mousebutton> to click on a user interface
+ element (button, fader, menu, etc).
+ </para>
+ </section>
+
+ <section id="interface-context-click">
+ <title>Context Click</title>
+ <para>
+ As in most graphical user interfaces today, a "context click"
+ (<mousebutton>Button3</mousebutton>) in many parts of the user
+ interface will popup a context-specific menu, allowing you to set
+ parameters or carry out operations. There are a lot of examples of
+ this, but trying it on an audio region, a mixer mute button and a
+ mixer strip name will show the general idea.
+ </para>
+ </section>
+
+ <section id="interface-delete-edit-click">
+ <title>Delete &amp; Edit Click</title>
+ <para>
+ There are two additional mouse/key combinations that you should be
+ familiar and comfortable with. They are called "delete click" and
+ "edit click", and by default they consist
+ <keycombo><keycap>Shift</keycap><mousebutton>Button3</mousebutton></keycombo>
+ click and
+ <keycombo><keycap>Ctrl</keycap><mousebutton>Button3</mousebutton></keycombo>
+ click respectively. A delete click on most objects within Ardour's
+ editor will delete that object. This includes regions, markers,
+ curve control points and so on. An edit click on the any of the same
+ kind of objects will pop up an editor dialog for that object.
+ </para>
+ </section>
+ </section>
+
+ <section id="interface-clocks">
+ <title>Clocks</title>
+ <para>
+ There are several clocks in Ardour's user interface, some of them
+ visible all the time, others in windows that are only shown by
+ request. All these clocks are identical to each other in their
+ functionality, although some can be edited by the user and some are
+ for display only.
+ </para>
+
+ <para>
+ Context clicking on a clock brings up a menu that allows you to modify
+ the display mode of that clock. The choices are:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ Audio Frames
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ BBT (Bars,Beats,Ticks - musical tempo &amp; meter based time)
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ SMPTE
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Min:Sec
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ Each clock mode has a number of different fields. For example, SMPTE
+ has hours, minutes, seconds, and video frames.
+ </para>
+
+ <para>
+ To edit the value of a particular clock, click in the leftmost field
+ you want to modify. You can then enter a new value for that field
+ using numeric keys, along with '.' where appropriate. Editing will
+ move the next field of the clock after you have entered the maximum
+ number of digits for a field. To move to the next field before this
+ press Tab. To finish editing, either press <keycap>Return</keycap> or
+ use the <keycap>Tab</keycap> key to advance through all remaining
+ fields.
+ </para>
+ </section>
+
+ <section id="interface-bar-controllers">
+ <title>Bar Controllers</title>
+ <para>
+ Bar controllers were inspired by a comment made by "Larry the O" in
+ Electronic Musician in 2001.
+ </para>
+
+ <para>
+ A bar controller is a user interface element that works rather
+ differently than any standard element found in most programs. They are
+ used to provide a combined method of displaying and modifying a
+ parameter.
+ </para>
+
+ <para>
+ To graphically edit the value of the parameter represented by a bar
+ controller, press <mousebutton>Button1</mousebutton> and drag the
+ controller left/right or up/down as appropriate. To edit the value
+ with greater precision, double click the controller and it will
+ transform into a data entry box. You can enter an exact value for the
+ parameter, or use arrow buttons to increment/decrement the displayed
+ value. When you are finished editing, the Enter or Tab keys will
+ transform the data entry box back into the normal version of the bar
+ controller.
+ </para>
+ </section>
+
+ <section id="interface-click-boxes">
+ <title>Click Boxes</title>
+ <para>
+ Click boxes were also inspired by Larry's comment.
+ </para>
+
+ <para>
+ A click box is, as its name suggests, just a part of a window you can
+ click on to change some parameter or control value.
+ </para>
+
+ <para>
+ Clicking with 3 moves the parameter to the next value, clicking with 1
+ moves to the previous value. Clicking and holding either button will
+ automatically advance through the possible values in the appropriate
+ direction.
+ </para>
+
+ <note>
+ <para>
+ we are slowly eliminating click boxes in favor of bar controllers
+ </para>
+ </note>
+ </section>
+
+ <section id="interface-panes">
+ <title>Panes</title>
+ <para>
+ Panes are user interface elements that allow you to adjust the
+ relative sizes of two sections of a window. The panes in Ardour work
+ perfectly normally but have one additional feature: a Delete-click on
+ the pane divider will completely hide one side of its two sections.
+ Which section depends on the pane, and is not user configurable, but
+ is neary always precisely what you'd want anyway. If the pane is
+ already hidden, then Delete-click (on the still-visible pane) will
+ restore it to the size it had before it was hidden.
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/using_existing_audio.xml b/manual/xml/using_existing_audio.xml
index e32768b35c..1aba2db49d 100644
--- a/manual/xml/using_existing_audio.xml
+++ b/manual/xml/using_existing_audio.xml
@@ -5,408 +5,436 @@
]>
<chapter id="ch-using-existing-audio">
- <title>Using Existing Audio</title>
- <para>
- There are two primary ways to bring data into Ardour: recording it within a
- session from a live sound source or importing pre-existing audio files. This
- section covers the various ways to import audio into a session.
- </para>
-
- <section id="importing-and-embedding">
- <title>Importing and Embedding</title>
- <para>
- Importing and embedding are two different methods of using existing audio
- files on your computer (or network file system) within a session. They
- differ in one key respect:
- </para>
-
- <variablelist>
- <title></title>
- <varlistentry>
- <term>Importing</term>
- <listitem>
- <para>
- An existing audio file is copied to the session's sounds folder, and is
- converted into the session's native format (WAVE or Broadcast WAVE
- depending on your choice) and sample rate.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term>Embedding</term>
- <listitem>
- <para>
- An existing audio file is used as a the source for a region, but is not
- copied or modified in any way.
- </para>
- </listitem>
- </varlistentry>
- </variablelist>
- </section>
-
- <section id="supported-external-audio-file-formats">
- <title>Supported External Audio File Formats</title>
- <para>
- The list of audio file formats that Ardour can import/embed is quite long.
- It is based on the functionality offered by libsndfile, an excellent and
- widely used software library by Australian programmer Erik de Castro Lopo.
- As libsndfile's capabilities expand, so will Ardour's abilities to import
- (and export) new formats. Ogg/Vorbis (an excellent, unpatented and license
- free audio compression format similar to MP3) is planned for the near
- future. Currently, supported formats include:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- Microsoft WAV
- </para>
- </listitem>
- <listitem>
- <para>
- SGI/Apple AIFF/AIFC
- </para>
- </listitem>
- <listitem>
- <para>
- Sun AU/Snd
- </para>
- </listitem>
- <listitem>
- <para>
- Raw (headerless)
- </para>
- </listitem>
- <listitem>
- <para>
- Paris Audio File (PAF)
- </para>
- </listitem>
- <listitem>
- <para>
- Commodore IFF/SVX
- </para>
- </listitem>
- <listitem>
- <para>
- Sphere/NIST WAV
- </para>
- </listitem>
- <listitem>
- <para>
- IRCAM SF
- </para>
- </listitem>
- <listitem>
- <para>
- Creative VOC
- </para>
- </listitem>
- <listitem>
- <para>
- SoundForge W64
- </para>
- </listitem>
- <listitem>
- <para>
- GNU Octave MAT4.4
- </para>
- </listitem>
- <listitem>
- <para>
- Portable Voice Format
- </para>
- </listitem>
- <listitem>
- <para>
- Fasttracker 2 XI
- </para>
- </listitem>
- <listitem>
- <para>
- HMM Tool Kit HTK
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- Sample encodings supported include:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- Unsigned and signed 8, 16, 24 and 32 bit PCM
- </para>
- </listitem>
- <listitem>
- <para>
- IEEE 32 and 64 floating point
- </para>
- </listitem>
- <listitem>
- <para>
- U-LAW
- </para>
- </listitem>
- <listitem>
- <para>
- A-LAW
- </para>
- </listitem>
- <listitem>
- <para>
- IMA ADPCM
- </para>
- </listitem>
- <listitem>
- <para>
- MS ADPCM
- </para>
- </listitem>
- <listitem>
- <para>
- GSM 6.10
- </para>
- </listitem>
- <listitem>
- <para>
- G721/723 ADPCM
- </para>
- </listitem>
- <listitem>
- <para>
- 12/16/24 bit DWVW
- </para>
- </listitem>
- <listitem>
- <para>
- OK Dialogic ADPCM
- </para>
- </listitem>
- <listitem>
- <para>
- 8/16 DPCM
- </para>
- </listitem>
- </itemizedlist>
- </section>
-
- <section id="using-audio-files">
- <title> Using audio files as tracks or regions? </title>
- <para>
- When you want to use existing audio files in an Ardour session, the first
- choice you need to make is whether you want to bring the files in as tracks
- or as new regions. Consider the two following scenarios:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- you have an 8 track recording of existing material, with 1 audio file per
- track
- </para>
- </listitem>
- <listitem>
- <para>
- you have a sample library containing 500 small audio files
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- In the first case, your goal is probably to have 8 tracks (at least), with
- each track containing a single audio file. In the second case, its a lot
- more likely that you simply want to be able to use any of the samples
- easily, but do not want any tracks created as a direct result of the
- import/embed. It is very important that you understand this distinction:
- many new users think there should be a "simple" way to import existing
- audio without understanding that the goal of importing/embedding is not
- always the same.
- </para>
-
- <para>
- Ardour provides two different options when importing. You can import/embed
- audio files as new tracks, or you can import/embed them into the region
- list, where they will be available as regions to put into new or existing
- tracks. You can also insert import/embed audio files directly into an
- existing track.
- </para>
- </section>
-
- <section id="importing-an-audio-file-as-a-new-track">
- <title> How to import an audio file as a new track </title>
- <para>
- Click on the <guimenuitem>Edit</guimenuitem> item in the editor's menu bar.
- From the popup menu that appears, choose <menuchoice>
- <guimenu>Import</guimenu> <guisubmenu>...as new tracks</guisubmenu>
- </menuchoice>. The Audio Library/File Chooser window will appear. After you
- have made your selection of files to import, click the button at the bottom
- of that window (it will say something like "Import selected regions as new
- tracks").
- </para>
- </section>
-
- <section id="embedding-an-audio-file-as-a-new-track">
- <title> How to embed an audio file as a new track </title>
- <section id="embedding-an-audio-file-drag-and-drop">
- <title> Drag-n-Drop </title>
- <para>
- If you use a file manager such as Nautilus or Konqueror ((basically, any
- tool that uses standard "list-of-URL's" encoding for drag-n-drop)), the
- simplest method to import files as tracks is to drag-n-drop. Select the
- files you want to embed in the file manager, drag the selection into
- Ardour and drop it over an area of the editor's track/arrange display
- where there are no tracks. The files will be embedded as 1 new track per
- file.
- </para>
- </section>
-
- <section id="embedding-audio-file-using-edit-menu">
- <title> Edit menu </title>
- <para>
- Click on the <guimenuitem>Edit</guimenuitem> item in the editor's menu
- bar. From the popup menu that appears, choose <menuchoice>
- <guimenu>Embed</guimenu> <guisubmenu>...as new tracks</guisubmenu>
- </menuchoice>. The Audio Library/File Chooser window will appear. After
- you have made your selection of files to embed, click the button at the
- bottom of that window (it will say something like "Embed selected regions
- as new tracks"). 1 new track will be created for each file.
- </para>
- </section>
- </section>
-
- <section id="importing-audio-as-a-new-region">
- <title> Importing as a new region </title>
- <para></para>
- </section>
-
- <section id="embedding-audio-as-a-new-region">
- <title> Embedding as a new region </title>
- <para></para>
-
- <section id="embedding-audio-drag-and-drop">
- <title> Drag-n-Drop </title>
- <para></para>
- </section>
-
- <section id="embedding-audio-region-list-menu">
- <title> Region List Menu </title>
- <para></para>
- </section>
- </section>
-
- <section id="how-to-import-embed">
- <title>How to import/embed</title>
- <para>
- Begin by clicking on the titlebar of the region list in the editor window.
- Select <guimenuitem>Import</guimenuitem> from the menu that appears, and
- the Sound File Database will be displayed. See sfdb for more details on
- using this dialog.
- </para>
-
- <para>
- Once you have found and selected the files you want to import, click the
- "Import Selected" button on the SFDB dialog. Each selected audio file will
- be copied into the session's sounds folder, converted into the session's
- native format and sample rate. One or more new regions will be placed in
- the "External" section of the region list, either one per channel of each
- file or, if "create multichannel regions" was selected in the SFBD dialog,
- one per file.
- </para>
-
- <para>
- If you use Nautilus as your file manager, you can easily import files into
- your project by dragging them onto the desired track, then releasing the
- mouse button. The file will then be
- <link linkend="gt-embed">embedded</link>
- into your session.
- </para>
-
- <para>
- At this time, no control over the conversion process is offered. If sample
- rate conversion is required, it will be carried out at the highest quality
- that Ardour can provide. This means that it can be rather slow (many
- minutes to import an audio file lasting a few minutes).
- </para>
- </section>
-
- <section id="how-to-embed-a-file">
- <title> How to embed a file </title>
- <para>
- There are two pathways for embedding an audio file into a session. One is
- initiated from the region list, and simply creates one or more new regions.
- The other is initiated from a specific track, and not only adds regions to
- the region list, but also inserts them into the track's playlist.
- </para>
-
- <section id="embedding-via-the-region-list">
- <title>Embedding via the region list</title>
- <orderedlist>
- <listitem>
- <para>
- click with 1 on the region list title bar.
- </para>
- </listitem>
- <listitem>
- <para>
- Select Import audio file from the menu that appears.
- </para>
- </listitem>
- <listitem>
- <para>
- The SFDB dialog appears.
- </para>
- </listitem>
- <listitem>
- <para>
- Select the files you want to import
- </para>
- </listitem>
- <listitem>
- <para>
- then click on the <guibutton>Embed Selected</guibutton> button.
- </para>
- </listitem>
- </orderedlist>
- <para>
- New regions are added to the External section of the region list.
- </para>
- </section>
-
- <section id="embedding-from-a-track">
- <title>Embedding from a track</title>
- <orderedlist>
- <listitem>
- <para>
- in the track you want to add the audiofile to.The track context menu
- will appear.
- </para>
- </listitem>
- <listitem>
- <para>
- Select EditInsert external sndfile from this menu. The SFDB dialog
- appears.
- </para>
- </listitem>
- <listitem>
- <para>
- Select the files you want to import
- </para>
- </listitem>
- <listitem>
- <para>
- then click on the <guibutton>Embed Selected</guibutton> button.
- </para>
- </listitem>
- </orderedlist>
- <para>
- New regions are added to the "External" section of the region list, and
- one is inserted into the track from which the embed was started.
- </para>
- </section>
- </section>
+ <title>Using Existing Audio</title>
+ <para>
+ There are two primary ways to bring data into Ardour: recording it
+ within a session from a live sound source or importing pre-existing
+ audio files. This section covers the various ways to import audio into a
+ session.
+ </para>
+
+ <section id="importing-and-embedding">
+ <title>Importing and Embedding</title>
+ <para>
+ Importing and embedding are two different methods of using existing
+ audio files on your computer (or network file system) within a
+ session. They differ in one key respect:
+ </para>
+
+ <variablelist>
+ <title></title>
+ <varlistentry>
+ <term>Importing</term>
+ <listitem>
+ <para>
+ An existing audio file is copied to the session's sounds folder,
+ and is converted into the session's native format (WAVE or
+ Broadcast WAVE depending on your choice) and sample rate.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>Embedding</term>
+ <listitem>
+ <para>
+ An existing audio file is used as a the source for a region, but
+ is not copied or modified in any way.
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </section>
+
+ <section id="supported-external-audio-file-formats">
+ <title>Supported External Audio File Formats</title>
+ <para>
+ The list of audio file formats that Ardour can import/embed is quite
+ long. It is based on the functionality offered by libsndfile, an
+ excellent and widely used software library by Australian programmer
+ Erik de Castro Lopo. As libsndfile's capabilities expand, so will
+ Ardour's abilities to import (and export) new formats. Ogg/Vorbis (an
+ excellent, unpatented and license free audio compression format
+ similar to MP3) is planned for the near future. Currently, supported
+ formats include:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ Microsoft WAV
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ SGI/Apple AIFF/AIFC
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Sun AU/Snd
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Raw (headerless)
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Paris Audio File (PAF)
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Commodore IFF/SVX
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Sphere/NIST WAV
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ IRCAM SF
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Creative VOC
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ SoundForge W64
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ GNU Octave MAT4.4
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Portable Voice Format
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Fasttracker 2 XI
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ HMM Tool Kit HTK
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ Sample encodings supported include:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ Unsigned and signed 8, 16, 24 and 32 bit PCM
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ IEEE 32 and 64 floating point
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ U-LAW
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ A-LAW
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ IMA ADPCM
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ MS ADPCM
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ GSM 6.10
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ G721/723 ADPCM
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ 12/16/24 bit DWVW
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ OK Dialogic ADPCM
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ 8/16 DPCM
+ </para>
+ </listitem>
+ </itemizedlist>
+ </section>
+
+ <section id="using-audio-files">
+ <title> Using audio files as tracks or regions? </title>
+ <para>
+ When you want to use existing audio files in an Ardour session, the
+ first choice you need to make is whether you want to bring the files
+ in as tracks or as new regions. Consider the two following scenarios:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ you have an 8 track recording of existing material, with 1 audio
+ file per track
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ you have a sample library containing 500 small audio files
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ In the first case, your goal is probably to have 8 tracks (at least),
+ with each track containing a single audio file. In the second case,
+ its a lot more likely that you simply want to be able to use any of
+ the samples easily, but do not want any tracks created as a direct
+ result of the import/embed. It is very important that you understand
+ this distinction: many new users think there should be a "simple" way
+ to import existing audio without understanding that the goal of
+ importing/embedding is not always the same.
+ </para>
+
+ <para>
+ Ardour provides two different options when importing. You can
+ import/embed audio files as new tracks, or you can import/embed them
+ into the region list, where they will be available as regions to put
+ into new or existing tracks. You can also insert import/embed audio
+ files directly into an existing track.
+ </para>
+ </section>
+
+ <section id="importing-an-audio-file-as-a-new-track">
+ <title> How to import an audio file as a new track </title>
+ <para>
+ Click on the <guimenuitem>Edit</guimenuitem> item in the editor's menu
+ bar. From the popup menu that appears, choose <menuchoice>
+ <guimenu>Import</guimenu> <guisubmenu>...as new tracks</guisubmenu>
+ </menuchoice>. The Audio Library/File Chooser window will appear.
+ After you have made your selection of files to import, click the
+ button at the bottom of that window (it will say something like
+ "Import selected regions as new tracks").
+ </para>
+ </section>
+
+ <section id="embedding-an-audio-file-as-a-new-track">
+ <title> How to embed an audio file as a new track </title>
+ <section id="embedding-an-audio-file-drag-and-drop">
+ <title> Drag-n-Drop </title>
+ <para>
+ If you use a file manager such as Nautilus or Konqueror ((basically,
+ any tool that uses standard "list-of-URL's" encoding for
+ drag-n-drop)), the simplest method to import files as tracks is to
+ drag-n-drop. Select the files you want to embed in the file manager,
+ drag the selection into Ardour and drop it over an area of the
+ editor's track/arrange display where there are no tracks. The files
+ will be embedded as 1 new track per file.
+ </para>
+ </section>
+
+ <section id="embedding-audio-file-using-edit-menu">
+ <title> Edit menu </title>
+ <para>
+ Click on the <guimenuitem>Edit</guimenuitem> item in the editor's
+ menu bar. From the popup menu that appears, choose <menuchoice>
+ <guimenu>Embed</guimenu> <guisubmenu>...as new tracks</guisubmenu>
+ </menuchoice>. The Audio Library/File Chooser window will appear.
+ After you have made your selection of files to embed, click the
+ button at the bottom of that window (it will say something like
+ "Embed selected regions as new tracks"). 1 new track will be created
+ for each file.
+ </para>
+ </section>
+ </section>
+
+ <section id="importing-audio-as-a-new-region">
+ <title> Importing as a new region </title>
+ <para></para>
+ </section>
+
+ <section id="embedding-audio-as-a-new-region">
+ <title> Embedding as a new region </title>
+ <para></para>
+
+ <section id="embedding-audio-drag-and-drop">
+ <title> Drag-n-Drop </title>
+ <para></para>
+ </section>
+
+ <section id="embedding-audio-region-list-menu">
+ <title> Region List Menu </title>
+ <para></para>
+ </section>
+ </section>
+
+ <section id="how-to-import-embed">
+ <title>How to import/embed</title>
+ <para>
+ Begin by clicking on the titlebar of the region list in the editor
+ window. Select <guimenuitem>Import</guimenuitem> from the menu that
+ appears, and the Sound File Database will be displayed. See sfdb for
+ more details on using this dialog.
+ </para>
+
+ <para>
+ Once you have found and selected the files you want to import, click
+ the "Import Selected" button on the SFDB dialog. Each selected audio
+ file will be copied into the session's sounds folder, converted into
+ the session's native format and sample rate. One or more new regions
+ will be placed in the "External" section of the region list, either
+ one per channel of each file or, if "create multichannel regions" was
+ selected in the SFBD dialog, one per file.
+ </para>
+
+ <para>
+ If you use Nautilus as your file manager, you can easily import files
+ into your project by dragging them onto the desired track, then
+ releasing the mouse button. The file will then be
+ <link linkend="gt-embed">embedded</link> into your session.
+ </para>
+
+ <para>
+ At this time, no control over the conversion process is offered. If
+ sample rate conversion is required, it will be carried out at the
+ highest quality that Ardour can provide. This means that it can be
+ rather slow (many minutes to import an audio file lasting a few
+ minutes).
+ </para>
+ </section>
+
+ <section id="how-to-embed-a-file">
+ <title> How to embed a file </title>
+ <para>
+ There are two pathways for embedding an audio file into a session. One
+ is initiated from the region list, and simply creates one or more new
+ regions. The other is initiated from a specific track, and not only
+ adds regions to the region list, but also inserts them into the
+ track's playlist.
+ </para>
+
+ <section id="embedding-via-the-region-list">
+ <title>Embedding via the region list</title>
+ <orderedlist>
+ <listitem>
+ <para>
+ click with 1 on the region list title bar.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Select Import audio file from the menu that appears.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ The SFDB dialog appears.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Select the files you want to import
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ then click on the <guibutton>Embed Selected</guibutton> button.
+ </para>
+ </listitem>
+ </orderedlist>
+ <para>
+ New regions are added to the External section of the region list.
+ </para>
+ </section>
+
+ <section id="embedding-from-a-track">
+ <title>Embedding from a track</title>
+ <orderedlist>
+ <listitem>
+ <para>
+ in the track you want to add the audiofile to.The track context
+ menu will appear.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Select EditInsert external sndfile from this menu. The SFDB
+ dialog appears.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ Select the files you want to import
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ then click on the <guibutton>Embed Selected</guibutton> button.
+ </para>
+ </listitem>
+ </orderedlist>
+ <para>
+ New regions are added to the "External" section of the region list,
+ and one is inserted into the track from which the embed was started.
+ </para>
+ </section>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/video_synchronization_via_mtc.xml b/manual/xml/video_synchronization_via_mtc.xml
index 4ee2fda698..3b5af0113d 100644
--- a/manual/xml/video_synchronization_via_mtc.xml
+++ b/manual/xml/video_synchronization_via_mtc.xml
@@ -5,104 +5,109 @@
]>
<section id="sn-video-sync-via-mtc">
- <title>Video Synchronization via MTC</title>
- <note>
- <para>
- if you do not have any MIDI I/O available on your system, then it is
- impossible to use MIDI Time Code.
- </para>
- </note>
+ <title>Video Synchronization via MTC</title>
+ <note>
+ <para>
+ if you do not have any MIDI I/O available on your system, then it is
+ impossible to use MIDI Time Code.
+ </para>
+ </note>
- <section id="ardour-as-mtc-master">
- <title>Using Ardour as an MTC Master</title>
- <para></para>
- </section>
+ <section id="ardour-as-mtc-master">
+ <title>Using Ardour as an MTC Master</title>
+ <para></para>
+ </section>
- <section id="ardour-as-mtc-slave">
- <title>Using Ardour as an MTC Slave</title>
- <orderedlist>
- <listitem>
- <para>
- ensure that you have defined at least one MIDI port in your ardour.rc
- file. The default configuration includes a single port that is part of
- the ALSA MIDI router/sequencer system.
- </para>
- </listitem>
- <listitem>
- <para>
- open the Options Editor.
- </para>
- </listitem>
- <listitem>
- <para>
- switch to the <guilabel>MIDI</guilabel> tab.
- </para>
- </listitem>
- <listitem>
- <para>
- if you have more than one MIDI port, click on the button in the <guilabel>MTC</guilabel> column
- for the port you plan where MTC will be received.
- </para>
- </listitem>
- <listitem>
- <para>
- if you have more than one MIDI port, then you should probably click on
- the button in the <guilabel>MMC</guilabel> column for the port you plan where MMC will be
- received. This is not required, but many devices that send MTC also send
- MIDI Machine Control commands and may not be able to control Ardour
- correctly unless Ardour is also responding to MMC.
- </para>
- </listitem>
- <listitem>
- <para>
- switch to the <guilabel>Sync</guilabel> tab. Open the <guilabel>Positional Sync</guilabel> selector to see the
- list of possible sources of timeline synchronization:
- </para>
- <variablelist>
- <title>Syncronization Options</title>
- <varlistentry>
- <term>Internal</term>
- <listitem>
- <para>
- use Ardour's own sense of position and time
- </para>
- </listitem>
- </varlistentry>
+ <section id="ardour-as-mtc-slave">
+ <title>Using Ardour as an MTC Slave</title>
+ <orderedlist>
+ <listitem>
+ <para>
+ ensure that you have defined at least one MIDI port in your
+ ardour.rc file. The default configuration includes a single port
+ that is part of the ALSA MIDI router/sequencer system.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ open the Options Editor.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ switch to the <guilabel>MIDI</guilabel> tab.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ if you have more than one MIDI port, click on the button in the
+ <guilabel>MTC</guilabel> column for the port you plan where MTC
+ will be received.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ if you have more than one MIDI port, then you should probably
+ click on the button in the <guilabel>MMC</guilabel> column for the
+ port you plan where MMC will be received. This is not required,
+ but many devices that send MTC also send MIDI Machine Control
+ commands and may not be able to control Ardour correctly unless
+ Ardour is also responding to MMC.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ switch to the <guilabel>Sync</guilabel> tab. Open the
+ <guilabel>Positional Sync</guilabel> selector to see the list of
+ possible sources of timeline synchronization:
+ </para>
- <varlistentry>
- <term>Slave to JACK</term>
- <listitem>
- <para>
- follow JACK Transport information
- </para>
- </listitem>
- </varlistentry>
+ <variablelist>
+ <title>Syncronization Options</title>
+ <varlistentry>
+ <term>Internal</term>
+ <listitem>
+ <para>
+ use Ardour's own sense of position and time
+ </para>
+ </listitem>
+ </varlistentry>
- <varlistentry>
- <term>Slave to MTC</term>
- <listitem>
- <para>
- follow incoming MTC information
- </para>
- </listitem>
- </varlistentry>
- </variablelist>
- </listitem>
- <listitem>
- <para>
- choose <guimenuitem>Slave to MTC</guimenuitem>
- </para>
- </listitem>
- </orderedlist>
- <para>
- To test that Ardour is now slaved, press the <guibutton>Play</guibutton> button on the MTC
- master, or some other action that will cause it to start transmitting MTC.
- Ardour should jump to the position indicated by incoming MTC, and start
- playing. Press <guibutton>Stop</guibutton> on the master (or do some other action that will
- cause the master to stop sending MTC) and Ardour should stop at the precise
- time indicated by the master.
- </para>
- </section>
+ <varlistentry>
+ <term>Slave to JACK</term>
+ <listitem>
+ <para>
+ follow JACK Transport information
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>Slave to MTC</term>
+ <listitem>
+ <para>
+ follow incoming MTC information
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </listitem>
+ <listitem>
+ <para>
+ choose <guimenuitem>Slave to MTC</guimenuitem>
+ </para>
+ </listitem>
+ </orderedlist>
+ <para>
+ To test that Ardour is now slaved, press the
+ <guibutton>Play</guibutton> button on the MTC master, or some other
+ action that will cause it to start transmitting MTC. Ardour should
+ jump to the position indicated by incoming MTC, and start playing.
+ Press <guibutton>Stop</guibutton> on the master (or do some other
+ action that will cause the master to stop sending MTC) and Ardour
+ should stop at the precise time indicated by the master.
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/vst_plugins.xml b/manual/xml/vst_plugins.xml
index 8bff5a2b27..476b5fbb5d 100644
--- a/manual/xml/vst_plugins.xml
+++ b/manual/xml/vst_plugins.xml
@@ -5,44 +5,45 @@
]>
<section id="sn-vst-plugins">
- <title>Using VST Plugins</title>
- <section id="vst-why-so-hard">
- <title>Why is this harder than it should be?</title>
- <para>
- The owners of VST (Steinberg Technologies, now owned by Yamaha) give VST
- away to developers for free. Sounds great, but they do not those same
- developers the ability to pass what they get from Steinberg on to other
- developers.
- </para>
+ <title>Using VST Plugins</title>
+ <section id="vst-why-so-hard">
+ <title>Why is this harder than it should be?</title>
+ <para>
+ The owners of VST (Steinberg Technologies, now owned by Yamaha) give
+ VST away to developers for free. Sounds great, but they do not those
+ same developers the ability to pass what they get from Steinberg on to
+ other developers.
+ </para>
- <para>
- This conflicts with the terms of the license for Ardour and several
- software libraries used by Ardour. Steinberg have said quite often that
- they are not opposed in principle to changing their license to allow
- redistribution, but as of mid-summer 2006, it has not happened yet.
- </para>
+ <para>
+ This conflicts with the terms of the license for Ardour and several
+ software libraries used by Ardour. Steinberg have said quite often
+ that they are not opposed in principle to changing their license to
+ allow redistribution, but as of mid-summer 2006, it has not happened
+ yet.
+ </para>
- <para>
- All of this means that it is <emphasis>illegal</emphasis> for anyone to
- distribute a binary (ready-to-run) version of Ardour with support for VST
- plugins built in. If you want to use Ardour with VST plugins, you must
- <emphasis>compile it yourself</emphasis>.
- </para>
+ <para>
+ All of this means that it is <emphasis>illegal</emphasis> for anyone
+ to distribute a binary (ready-to-run) version of Ardour with support
+ for VST plugins built in. If you want to use Ardour with VST plugins,
+ you must <emphasis>compile it yourself</emphasis>.
+ </para>
- <para>
- This is not a trivial undertaking; see our
- <emphasis>build page</emphasis>
- for a full explanation even without VST support. This page documents some
- more required steps for the build if you want to include VST support.
- </para>
- </section>
+ <para>
+ This is not a trivial undertaking; see our <emphasis>build
+ page</emphasis> for a full explanation even without VST support. This
+ page documents some more required steps for the build if you want to
+ include VST support.
+ </para>
+ </section>
- <section id="building-ardour-with-vst-support">
- <title>Getting a version of Ardour with VST support</title>
- <para>
- ... to be completed.
- </para>
- </section>
+ <section id="building-ardour-with-vst-support">
+ <title>Getting a version of Ardour with VST support</title>
+ <para>
+ ... to be completed.
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/what_is_different_about_ardour.xml b/manual/xml/what_is_different_about_ardour.xml
index 970eb369b6..ff41c30578 100644
--- a/manual/xml/what_is_different_about_ardour.xml
+++ b/manual/xml/what_is_different_about_ardour.xml
@@ -5,123 +5,127 @@
]>
<section id="sn-what-is-different-about-ardour">
- <title>What's Different about Ardour</title>
- <para>
- If you are someone who has used other audio software, particularly software
- generally referred to as a Digital Audio Workstation (or "DAW"), then there
- will be a number of things about Ardour that may puzzle you on your initial
- and early encounters with the program.
- </para>
+ <title>What's Different about Ardour</title>
+ <para>
+ If you are someone who has used other audio software, particularly
+ software generally referred to as a Digital Audio Workstation (or
+ "DAW"), then there will be a number of things about Ardour that may
+ puzzle you on your initial and early encounters with the program.
+ </para>
- <section id="no-default-session">
- <title>No default session</title>
- <para>
- You must explicitly create a
- <glossterm linkend="gt-session">Session</glossterm> before you can do
- anything else, and if you choose not to use one of the provided
- <glossterm linkend="gt-session-template">session templates</glossterm> ,
- you will also have to create
- <glossterm linkend="gt-track">tracks</glossterm> and
- <glossterm linkend="gt-bus">busses</glossterm> in order to record and/or
- edit existing audio material.
- </para>
- </section>
+ <section id="no-default-session">
+ <title>No default session</title>
+ <para>
+ You must explicitly create a
+ <glossterm linkend="gt-session">Session</glossterm> before you can do
+ anything else, and if you choose not to use one of the provided
+ <glossterm linkend="gt-session-template">session templates</glossterm>
+ , you will also have to create
+ <glossterm linkend="gt-track">tracks</glossterm> and
+ <glossterm linkend="gt-bus">busses</glossterm> in order to record
+ and/or edit existing audio material.
+ </para>
+ </section>
- <section id="where-do-plugins-and-sends-go">
- <title>Where do plugins and sends go?</title>
- <para>
- Ardour doesn't have any fixed number of "slots" for
- <glossterm linkend="gt-plugin">plugins</glossterm>, or
- <glossterm linkend="gt-send">sends</glossterm>, or
- <glossterm linkend="gt-insert">inserts</glossterm> : you can have as many
- per-track as your system has the horsepower handle. The two black boxes
- above and below the mixer strip's gain fader are
- <glossterm linkend="gt-redirect">redirect</glossterm> lists where you can
- add, reorder, remove and generally control plugins, sends, and inserts,
- both pre- and post-fader.
- </para>
- </section>
+ <section id="where-do-plugins-and-sends-go">
+ <title>Where do plugins and sends go?</title>
+ <para>
+ Ardour doesn't have any fixed number of "slots" for
+ <glossterm linkend="gt-plugin">plugins</glossterm>, or
+ <glossterm linkend="gt-send">sends</glossterm>, or
+ <glossterm linkend="gt-insert">inserts</glossterm> : you can have as
+ many per-track as your system has the horsepower handle. The two black
+ boxes above and below the mixer strip's gain fader are
+ <glossterm linkend="gt-redirect">redirect</glossterm> lists where you
+ can add, reorder, remove and generally control plugins, sends, and
+ inserts, both pre- and post-fader.
+ </para>
+ </section>
- <section id="no-builtin-eq">
- <title>No builtin EQ</title>
- <para>
- Most people don't think much of the EQ's built into other DAWs. Moreover,
- you cannot meaningfully do equalization with 3 knobs marked "Lo", "Mid" and
- "Hi". Since good-quality EQ plugins are available for no-cost on Linux,
- Ardour prefers to allow you to choose one which you prefer. Of course, you
- can save your session configurations as templates, so if you have a
- particular EQ that you prefer, you only need do this once.
- </para>
- </section>
+ <section id="no-builtin-eq">
+ <title>No builtin EQ</title>
+ <para>
+ Most people don't think much of the EQ's built into other DAWs.
+ Moreover, you cannot meaningfully do equalization with 3 knobs marked
+ "Lo", "Mid" and "Hi". Since good-quality EQ plugins are available for
+ no-cost on Linux, Ardour prefers to allow you to choose one which you
+ prefer. Of course, you can save your session configurations as
+ templates, so if you have a particular EQ that you prefer, you only
+ need do this once.
+ </para>
+ </section>
- <section id="no-visible-send-controls">
- <title>No visible send controls</title>
- <para>
- Although Ardour supports sends, there is no way to control them directly
- from the mixer interface - you don't get a dedicated knob on the mixer
- strip. However, if you bring up the send's own editor (for example, by
- double-clicking on its name in the redirect list), you will find a richer
- set of functionality than most other DAWs offer for controlling the
- behaviour of a send.
- </para>
- </section>
+ <section id="no-visible-send-controls">
+ <title>No visible send controls</title>
+ <para>
+ Although Ardour supports sends, there is no way to control them
+ directly from the mixer interface - you don't get a dedicated knob on
+ the mixer strip. However, if you bring up the send's own editor (for
+ example, by double-clicking on its name in the redirect list), you
+ will find a richer set of functionality than most other DAWs offer for
+ controlling the behaviour of a send.
+ </para>
+ </section>
- <section id="a-smaller-set-of-tools">
- <title>A smaller set of tools</title>
- <para>
- Most DAWs have evolved towards providing the so-called "smart tool" which
- allows you to use the mouse for several different kinds of operations
- without changing to a different tool. Ardour has taken this approach from
- the beginning, so that the "Object" tool actually allows you to carry out
- many different operations depending on how and where the mouse is used.
- Ardour does not provide a destructive "pencil" tool as some other DAWs do,
- for some fairly deep technical reasons. Needing to use a "pencil" tool for
- waveform repair nearly always indicates a problem with the setup of your
- session and/or recording hardware. The different tools that ardour does
- offer include the "Object" tool which has many different uses including
- region trimming/moving/copying, automation editing, and more; a "Range"
- tool for defining ranges of time; a "TimeFX" tool for timestretching; a
- "Gain" tool used exclusively for editing region gain envelopes; and a
- "Zoom" tool to manipulate temporal zoom. Many other operations are
- accessible via context menus or <link linkend="sn-key-bindings">keyboard
- bindings</link>
+ <section id="a-smaller-set-of-tools">
+ <title>A smaller set of tools</title>
+ <para>
+ Most DAWs have evolved towards providing the so-called "smart tool"
+ which allows you to use the mouse for several different kinds of
+ operations without changing to a different tool. Ardour has taken this
+ approach from the beginning, so that the "Object" tool actually allows
+ you to carry out many different operations depending on how and where
+ the mouse is used. Ardour does not provide a destructive "pencil" tool
+ as some other DAWs do, for some fairly deep technical reasons. Needing
+ to use a "pencil" tool for waveform repair nearly always indicates a
+ problem with the setup of your session and/or recording hardware. The
+ different tools that ardour does offer include the "Object" tool which
+ has many different uses including region trimming/moving/copying,
+ automation editing, and more; a "Range" tool for defining ranges of
+ time; a "TimeFX" tool for timestretching; a "Gain" tool used
+ exclusively for editing region gain envelopes; and a "Zoom" tool to
+ manipulate temporal zoom. Many other operations are accessible via
+ context menus or <link linkend="sn-key-bindings">keyboard
+ bindings</link>
<!--
a href="/manual/intro/mouse_and_keyboard">keyboard bindings/a
-->
- .
- </para>
- </section>
+ .
+ </para>
+ </section>
- <section id="no-restrictions-on-track-io-configuration">
- <title>No restrictions on track I/O configuration</title>
- <para>
- Tracks and busses in ardour do not come in pre-determined configurations.
- You can create a mono track, and convert it to a stereo track at any time.
- You can convert it to a track with 3 inputs and 7 outputs if you want,
- because Ardour also doesn't restrict track I/O configurations to a fixed
- set of mono/stereo/5.1/7.1 etc. In addition, because of Ardour's use of
- <link linkend="sn-configuring-jack">JACK</link> , a track with one input
- can actually receive data from many different locations. You can also
- connect any track to any number of other tracks and busses. In Ardour, the
- only difference between a track and a bus is that a track plays back
- pre-recorded material from your disk drives and can record to them. Both
- tracks and busses can have plugins, sends, inserts, automation data and
- more.
- </para>
- </section>
+ <section id="no-restrictions-on-track-io-configuration">
+ <title>No restrictions on track I/O configuration</title>
+ <para>
+ Tracks and busses in ardour do not come in pre-determined
+ configurations. You can create a mono track, and convert it to a
+ stereo track at any time. You can convert it to a track with 3 inputs
+ and 7 outputs if you want, because Ardour also doesn't restrict track
+ I/O configurations to a fixed set of mono/stereo/5.1/7.1 etc. In
+ addition, because of Ardour's use of
+ <link linkend="sn-configuring-jack">JACK</link> , a track with one
+ input can actually receive data from many different locations. You can
+ also connect any track to any number of other tracks and busses. In
+ Ardour, the only difference between a track and a bus is that a track
+ plays back pre-recorded material from your disk drives and can record
+ to them. Both tracks and busses can have plugins, sends, inserts,
+ automation data and more.
+ </para>
+ </section>
- <section id="your-audio-hardware-is-not-the-only-io-option">
- <title>Your audio hardware is not the only I/O option</title>
- <para>
- Because Ardour uses <glossterm linkend="gt-jack">JACK</glossterm> , your
- session isn't limited to receiving and sending audio to and from your audio
- interface. It can freely send and receive audio signals to any other JACK
- application, in some cases even JACK applications running on other
- computers. On the one hand, this makes understanding the I/O options for a
- track or bus a little more complex than in a conventional program, but it
- also adds incredible power to Ardour, as you will see later.
- </para>
- </section>
+ <section id="your-audio-hardware-is-not-the-only-io-option">
+ <title>Your audio hardware is not the only I/O option</title>
+ <para>
+ Because Ardour uses <glossterm linkend="gt-jack">JACK</glossterm> ,
+ your session isn't limited to receiving and sending audio to and from
+ your audio interface. It can freely send and receive audio signals to
+ any other JACK application, in some cases even JACK applications
+ running on other computers. On the one hand, this makes understanding
+ the I/O options for a track or bus a little more complex than in a
+ conventional program, but it also adds incredible power to Ardour, as
+ you will see later.
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/why_is_it_called_ardour.xml b/manual/xml/why_is_it_called_ardour.xml
index c4b56f2819..55b659958a 100644
--- a/manual/xml/why_is_it_called_ardour.xml
+++ b/manual/xml/why_is_it_called_ardour.xml
@@ -5,201 +5,216 @@
]>
<section id="sn-why-is-it-called-ardour">
- <title>Why is it called "Ardour" and other questions</title>
- <section id="why-ardour">
- <title>Why "Ardour" ?</title>
- <para>
- The name "Ardour" came from considerations of how to pronounce the acronym
- <glossterm linkend="gt-hdr">HDR</glossterm> (Hard Disk Recorder). The most obvious attempt sounds like a
- vowelless "harder" and it then was then a short step to an unrelated by
- slightly homophonic word:
- </para>
-
- <para>
- <emphasis>ardour</emphasis>
- <quote>
- n 1: a feeling of strong eagerness (usually in favor of a person or
- cause); "they were imbued with a revolutionary ardor"; "he felt a kind of
- religious zeal" [syn: ardor, elan, zeal] 2: intense feeling of love [syn:
- ardor] 3: feelings of great warmth and intensity; "he spoke with great
- ardor" [syn: ardor, fervor, fervour, fervency, fire, fervidness]
- </quote>
- </para>
-
- <para>
- Given the work required to develop Ardour, and the personality of its
- primary author, the name seemed appropriate even without the vague
- relationship to <glossterm linkend="gt-hdr">HDR</glossterm> .
- </para>
-
- <para>
- Years later, another interpretation of "Ardour" appeared, this time based
- on listening to non-native English speakers attempt to pronounce the word.
- Rather than "Ardour", it became "Our DAW", which seemed poetically fitting
- for a <glossterm linkend="gt-daw">Digital Audio Workstation</glossterm> whose source code and design belongs to a
- group of collaborators.
- </para>
- </section>
-
- <section id="why-write-another-daw">
- <title>Why write another DAW?</title>
- <para>
- There are already a number of excellent digital audio workstations. To
- mention just a few: ProTools, Nuendo, Samplitude, Digital Performer, Logic,
- Cubase (SX), Sonar, along with several less well known systems such as
- SADIE, SAWStudio and others. Each of these programs has its strengths and
- weaknesses, although over the last few years most of them have converged on
- a very similar set of core features. However, each of them suffers from two
- problems when seen from the perspective of Ardour's development group:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- they do not run on Linux
- </para>
- </listitem>
- <listitem>
- <para>
- they are not available in source code form, making modifications,
- improvements, bugfixes by technically inclined users or their friends or
- consultants impossible.
- </para>
- </listitem>
- </itemizedlist>
- </section>
-
- <section id="why-linux-and-osx">
- <title>Why Linux (and OS X) ?</title>
- <para>
- Not running on Linux is understandable, given the rather small (but
- growing) share of the desktop market that Linux has. However, when
- surveying the landscape of "popular operating systems", we find:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- older versions of Windows: plagued by abysmal stability and appalling
- security
- </para>
- </listitem>
- <listitem>
- <para>
- Windows XP: finally, a version of Windows that seems stable but still
- suffers from incredible security problems
- </para>
- </listitem>
- <listitem>
- <para>
- OS X: an amazing piece of engineering that is excellent for audio work
- but only runs on proprietary hardware and still lacks the flexibility and
- adaptability of Linux.
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- Security matters today, and will matter more in the future as more and more
- live or semi-live network based collaborations take place.
- </para>
-
- <para>
- Let's contrast this with Linux, an operating system which:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- can stay up for months (or even years) without issues
- </para>
- </listitem>
- <listitem>
- <para>
- is endlessly configurable down to the tiniest detail
- </para>
- </listitem>
- <listitem>
- <para>
- is not owned by any single corporate entity, ensuring its life and
- direction are not intertwined with that of a company (for a contrary
- example, consider BeOS)
- </para>
- </listitem>
- <listitem>
- <para>
- is fast and efficient
- </para>
- </listitem>
- <listitem>
- <para>
- runs on almost any computing platform ever created, including old "slow"
- systems
- </para>
- </listitem>
- <listitem>
- <para>
- is one of the most secure operating systems "out of the box"
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- More than anything, however, Ardour's primary author uses Linux and wanted
- a DAW that ran there.
- </para>
-
- <para>
- Having written a DAW for Linux, it turned out to be relatively easy to port
- Ardour to OS X, mostly because of the excellent work done by the JACK OS X
- group that ported JACK to OS X. Although OS X has a number of disadvantages
- compared to Linux, its ease of use and its presence in many studios already
- makes it a worthwhile platform.
- </para>
- </section>
-
- <section id="why-doesnt-ardour-run-on-windows">
- <title>Why doesn't Ardour run on Windows ?</title>
- <para>
- There have been several discussions about porting Ardour to Windows. The
- obstacles are relatively few in number, but rather substantial in
- significance. Ardour was written to run on operating systems that properly
- and efficiently support a portable operating system standard called <glossterm linkend="gt-posix">POSIX</glossterm>
- (endorsed by the US government and many other large organizations). Linux
- and OS X both do a good job of supporting POSIX, but Windows does not. In
- particular, the efficiency with which Windows handles certain aspects of
- the POSIX standard makes it very hard to port Ardour to that platform. It
- is not impossible that we will port Ardour at some point, but Windows
- continues to be a rather unsuitable platform for pro-audio work despite the
- improvements that have been made to it in the last few years.
- </para>
- </section>
-
- <section id="need-dsp-hardware">
- <title>Don't I need DSP hardware to run a good DAW?</title>
- <para>
- Please see XXX
- for a discussion of the merits of dedicated DSP hardware.
- </para>
- </section>
-
- <section id="ardour-is-complicated">
- <title>Isn't this a really complicated program?</title>
- <para>
- There is no point in pretending that Ardour is a simple, easy to use
- program. The development group has worked hard to try to make simple things
- reasonably easy, common tasks quick, and hard and/or uncommon things
- possible. There is no doubt that we have more to do in this area, as well
- as polishing the user interface to improve its intuitiveness and work flow
- characteristics. At the same time, multi-track, multi-channel, non-linear,
- non-destructive audio editing is a far from simple process. Doing it right
- requires not only a good ear, but a solid appreciation for basic audio
- concepts and a robust mental model/metaphor of what you are doing. Ardour
- is not a simple "audio recorder" - you can certainly use it to record
- stereo (or even mono) material in a single track, but the program has been
- designed around much richer capabilities than this.
- </para>
- </section>
+ <title>Why is it called "Ardour" and other questions</title>
+ <section id="why-ardour">
+ <title>Why "Ardour" ?</title>
+ <para>
+ The name "Ardour" came from considerations of how to pronounce the
+ acronym <glossterm linkend="gt-hdr">HDR</glossterm> (Hard Disk
+ Recorder). The most obvious attempt sounds like a vowelless "harder"
+ and it then was then a short step to an unrelated by slightly
+ homophonic word:
+ </para>
+
+ <para>
+ <emphasis>ardour</emphasis>
+ <quote>
+ n 1: a feeling of strong eagerness (usually in favor of a person or
+ cause); "they were imbued with a revolutionary ardor"; "he felt a
+ kind of religious zeal" [syn: ardor, elan, zeal] 2: intense feeling
+ of love [syn: ardor] 3: feelings of great warmth and intensity; "he
+ spoke with great ardor" [syn: ardor, fervor, fervour, fervency,
+ fire, fervidness]
+ </quote>
+ </para>
+
+ <para>
+ Given the work required to develop Ardour, and the personality of its
+ primary author, the name seemed appropriate even without the vague
+ relationship to <glossterm linkend="gt-hdr">HDR</glossterm> .
+ </para>
+
+ <para>
+ Years later, another interpretation of "Ardour" appeared, this time
+ based on listening to non-native English speakers attempt to pronounce
+ the word. Rather than "Ardour", it became "Our DAW", which seemed
+ poetically fitting for a <glossterm linkend="gt-daw">Digital Audio
+ Workstation</glossterm> whose source code and design belongs to a
+ group of collaborators.
+ </para>
+ </section>
+
+ <section id="why-write-another-daw">
+ <title>Why write another DAW?</title>
+ <para>
+ There are already a number of excellent digital audio workstations. To
+ mention just a few: ProTools, Nuendo, Samplitude, Digital Performer,
+ Logic, Cubase (SX), Sonar, along with several less well known systems
+ such as SADIE, SAWStudio and others. Each of these programs has its
+ strengths and weaknesses, although over the last few years most of
+ them have converged on a very similar set of core features. However,
+ each of them suffers from two problems when seen from the perspective
+ of Ardour's development group:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ they do not run on Linux
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ they are not available in source code form, making modifications,
+ improvements, bugfixes by technically inclined users or their
+ friends or consultants impossible.
+ </para>
+ </listitem>
+ </itemizedlist>
+ </section>
+
+ <section id="why-linux-and-osx">
+ <title>Why Linux (and OS X) ?</title>
+ <para>
+ Not running on Linux is understandable, given the rather small (but
+ growing) share of the desktop market that Linux has. However, when
+ surveying the landscape of "popular operating systems", we find:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ older versions of Windows: plagued by abysmal stability and
+ appalling security
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Windows XP: finally, a version of Windows that seems stable but
+ still suffers from incredible security problems
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ OS X: an amazing piece of engineering that is excellent for audio
+ work but only runs on proprietary hardware and still lacks the
+ flexibility and adaptability of Linux.
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ Security matters today, and will matter more in the future as more and
+ more live or semi-live network based collaborations take place.
+ </para>
+
+ <para>
+ Let's contrast this with Linux, an operating system which:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ can stay up for months (or even years) without issues
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ is endlessly configurable down to the tiniest detail
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ is not owned by any single corporate entity, ensuring its life and
+ direction are not intertwined with that of a company (for a
+ contrary example, consider BeOS)
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ is fast and efficient
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ runs on almost any computing platform ever created, including old
+ "slow" systems
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ is one of the most secure operating systems "out of the box"
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ More than anything, however, Ardour's primary author uses Linux and
+ wanted a DAW that ran there.
+ </para>
+
+ <para>
+ Having written a DAW for Linux, it turned out to be relatively easy to
+ port Ardour to OS X, mostly because of the excellent work done by the
+ JACK OS X group that ported JACK to OS X. Although OS X has a number
+ of disadvantages compared to Linux, its ease of use and its presence
+ in many studios already makes it a worthwhile platform.
+ </para>
+ </section>
+
+ <section id="why-doesnt-ardour-run-on-windows">
+ <title>Why doesn't Ardour run on Windows ?</title>
+ <para>
+ There have been several discussions about porting Ardour to Windows.
+ The obstacles are relatively few in number, but rather substantial in
+ significance. Ardour was written to run on operating systems that
+ properly and efficiently support a portable operating system standard
+ called <glossterm linkend="gt-posix">POSIX</glossterm> (endorsed by
+ the US government and many other large organizations). Linux and OS X
+ both do a good job of supporting POSIX, but Windows does not. In
+ particular, the efficiency with which Windows handles certain aspects
+ of the POSIX standard makes it very hard to port Ardour to that
+ platform. It is not impossible that we will port Ardour at some point,
+ but Windows continues to be a rather unsuitable platform for pro-audio
+ work despite the improvements that have been made to it in the last
+ few years.
+ </para>
+ </section>
+
+ <section id="need-dsp-hardware">
+ <title>Don't I need DSP hardware to run a good DAW?</title>
+ <para>
+ Please see XXX for a discussion of the merits of dedicated DSP
+ hardware.
+ </para>
+ </section>
+
+ <section id="ardour-is-complicated">
+ <title>Isn't this a really complicated program?</title>
+ <para>
+ There is no point in pretending that Ardour is a simple, easy to use
+ program. The development group has worked hard to try to make simple
+ things reasonably easy, common tasks quick, and hard and/or uncommon
+ things possible. There is no doubt that we have more to do in this
+ area, as well as polishing the user interface to improve its
+ intuitiveness and work flow characteristics. At the same time,
+ multi-track, multi-channel, non-linear, non-destructive audio editing
+ is a far from simple process. Doing it right requires not only a good
+ ear, but a solid appreciation for basic audio concepts and a robust
+ mental model/metaphor of what you are doing. Ardour is not a simple
+ "audio recorder" - you can certainly use it to record stereo (or even
+ mono) material in a single track, but the program has been designed
+ around much richer capabilities than this.
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/working_with_crossfades.xml b/manual/xml/working_with_crossfades.xml
index c82d6d7f27..412da4b844 100644
--- a/manual/xml/working_with_crossfades.xml
+++ b/manual/xml/working_with_crossfades.xml
@@ -5,214 +5,218 @@
]>
<section id="sn-working-with-crossfades">
- <title>Working with Crossfades</title>
- <para>
- Whenever you arrange any two audio regions so that they overlap in any way,
- you create the potential for a <link linkend="gt-crossfade">crossfade</link> between them:
- a smooth transition from one region to the other. Crossfades in Ardour are
- generated in realtime, and are not stored on disk. They are objects within a
- playlist just like regions, except that the only way to create a crossfade
- is by overlapping two regions, and the only way to remove a crossfade is to
- move one or both of the regions so that they no longer overlap. Note that
- crossfades are not always audible (they can be muted and unmuted at will),
- and can be edited in a variety of ways. We think of a crossfade as
- consisting of an overlap between two regions, plus two gain control curves
- that control the volume of the incoming and outgoing regions during the
- crossfade.
- </para>
-
- <section id="crossfade-types">
- <title>Types of crossfades</title>
- <para>
- Ardour comes with two basic kinds of crossfades, termed <emphasis>short
- crossfades</emphasis> and <emphasis>full crossfades</emphasis> . A full
- crossfade is a transition between two regions that spans the entire overlap
- between them. If the overlap is 2 seconds long, then the crossfade is 2
- seconds long. A short crossfade is a transition between two regions that
- lasts a fixed amount of time and serves simply to avoid audio glitches at
- the boundary of the two regions. The length of a short crossfade is a
- session-wide parameter than can be set via the <emphasis>option
- editor</emphasis> . The default is 15ms, and the length can vary from 1
- milliseconds to 0.5 seconds. In the current version of Ardour, it is not
- possible to change the length of a short becrossfade after it has been
- created, but it is possible to change most short crossfades to a full
- crossfade and vice versa. Full crossfades can have their length altered by
- changing the extent of the overlap between the two regions.
- </para>
-
- <para>
- Note that even though the absolute length of the crossfade is fixed,
- crossfades can be <emphasis>edited</emphasis> with complete freedom,
- allowing you change the effective length of a crossfade by altering the
- shapes of the fade in and fade out curves.
- </para>
- </section>
-
- <section id="crossfade-overlaps">
- <title>Overlaps</title>
- <para>
- There are several different ways to overlap two regions, and they result in
- different kinds of crossfades being placed at the boundaries of the two
- regions:
- </para>
-
- <section id="external-overlaps">
- <title>External overlaps</title>
- <para>
- An "external" overlap occurs when a region starts within another region,
- but extends beyond the other's end.
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/overlaplaterhigher.png"/>
- </imageobject>
- </mediaobject>
-
- <para>
- Overlaps like this will cause an xfade to be placed at the start of the
- later region. Whether it is a full or short crossfade is controlled by the
- current crossfade type preference. If short crossfades have been chosen,
- the crossfade will last for the current short crossfade duration;
- otherwise the full crossfade will last for the entire overlap. The mute
- status of the crossfade will depend on the current state of the "New
- crossfades are muted" setting.
- </para>
-
- <para>
- In the example above, the later region is above the earlier one. It is
- also possible to create an overlap where the earlier region is in a higher
- layer:
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/overlapearlyhigher.png"/>
- </imageobject>
- </mediaobject>
- <para>
- For an overlap of this type, the current crossfade type preference affects
- the placement of the crossfade. If full crossfades have been chosen, the
- crossfade will be placed at the start of the later region and will last
- for the entire overlap. If short crossfades have been chosen, the
- crossfade will start just before the end of the earlier region and will
- last for the chosen short crossfade duration. The mute status of the
- crossfade will depend on the current state of the "New crossfades are
- muted" setting.
- </para>
- </section>
-
- <section id="internal-overlaps">
- <title>Internal overlaps</title>
- <para>
- An "internal" overlap occurs when the start and end of one region both
- occur within the duration of another.
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/internalhigheroverlap.png"/>
- </imageobject>
- </mediaobject>
-
- <para>
- Overlaps of this type will cause two short crossfades to be place at the
- start of the later region and close to its end. Both crossfades will last
- for the current short crossfade duration, and are created in an un-muted
- state. These crossfades <emphasis>cannot</emphasis> be converted to full
- crossfades. It is important to realize that the purpose of these two
- crossfades is a little different than those created for the single-ended
- overlap cases above. They are created solely to avoid audio glitches at
- the transitions between the two regions, and are not intended to
- facilitate interesting crossfades between the upper and lower region.
- </para>
-
- <para>
- Notice that in the example above, the shorter region is above the longer
- one. It is also possible to create the following type of overlap, where
- the shorter region is below the longer one:
- </para>
- <mediaobject>
- <imageobject>
- <imagedata fileref="images/internalloweroverlap.png"/>
- </imageobject>
- </mediaobject>
-
- <para>
- Overlaps of this type will not cause any crossfades to be created. The
- uppermost region will be audible throughout its duration; the lowermost
- region will not be audible at all.
- </para>
- </section>
- </section>
-
- <section id="creating-crossfades">
- <title>Creating Crossfades</title>
- <para>
- To create a crossfade between two regions, move them so that they overlap.
- A crossfade is automatically created within the overlap (possibly two,
- dependening on the type of overlap, as explained above). Whether the
- crossfade is muted or not depends on two things:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- if the current crossfade type is set to "Short", the new crossfade will
- be created in an un-muted state
- </para>
- </listitem>
- <listitem>
- <para>
- if the current crossfade type is set to "Full", the mute status of the
- new crossfade is controlled from the <emphasis>option editor</emphasis>
- on the "Layers&amp;Fades" control panel. If "New crossfades are unmuted",
- the new crossfade will be unmuted.
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- A muted crossfade is not directly visible in the editor window, but can be
- accessed by context clicking within the overlap that it relates to. An
- unmuted crossfade has a yellow background that covers the entire overlap
- (to make its presence obvious at all times), and a pair of visible curves
- that show the gain control curves for the fade. These curves may not be
- visible at a particular zoom level, especially for short crossfades.
- </para>
- </section>
-
- <section id="editing-crossfades">
- <title>Editing Crossfades</title>
- <para>
- To carry out operations on a crossfade, context click anywhere in the
- overlap. For the short crossfades in the "internal" overlap case, you will
- need to zoom in until the crossfade becomes visible, and then context click
- on it. Each crossfade under the mouse pointer (there is normally only one)
- will appear in the context menu, and will lead to a submenu offering the
- following options:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- Mute/Unmute the crossfade
- </para>
- </listitem>
- <listitem>
- <para>
- Edit the crossfade
- </para>
- </listitem>
- <listitem>
- <para>
- change the crossfade from short to full or vice versa
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- The last option is not available for the short crossfades in the "internal"
- overlap case.
- </para>
- </section>
+ <title>Working with Crossfades</title>
+ <para>
+ Whenever you arrange any two audio regions so that they overlap in any
+ way, you create the potential for a
+ <link linkend="gt-crossfade">crossfade</link> between them: a smooth
+ transition from one region to the other. Crossfades in Ardour are
+ generated in realtime, and are not stored on disk. They are objects
+ within a playlist just like regions, except that the only way to create
+ a crossfade is by overlapping two regions, and the only way to remove a
+ crossfade is to move one or both of the regions so that they no longer
+ overlap. Note that crossfades are not always audible (they can be muted
+ and unmuted at will), and can be edited in a variety of ways. We think
+ of a crossfade as consisting of an overlap between two regions, plus two
+ gain control curves that control the volume of the incoming and outgoing
+ regions during the crossfade.
+ </para>
+
+ <section id="crossfade-types">
+ <title>Types of crossfades</title>
+ <para>
+ Ardour comes with two basic kinds of crossfades, termed
+ <emphasis>short crossfades</emphasis> and <emphasis>full
+ crossfades</emphasis> . A full crossfade is a transition between two
+ regions that spans the entire overlap between them. If the overlap is
+ 2 seconds long, then the crossfade is 2 seconds long. A short
+ crossfade is a transition between two regions that lasts a fixed
+ amount of time and serves simply to avoid audio glitches at the
+ boundary of the two regions. The length of a short crossfade is a
+ session-wide parameter than can be set via the <emphasis>option
+ editor</emphasis> . The default is 15ms, and the length can vary from
+ 1 milliseconds to 0.5 seconds. In the current version of Ardour, it is
+ not possible to change the length of a short becrossfade after it has
+ been created, but it is possible to change most short crossfades to a
+ full crossfade and vice versa. Full crossfades can have their length
+ altered by changing the extent of the overlap between the two regions.
+ </para>
+
+ <para>
+ Note that even though the absolute length of the crossfade is fixed,
+ crossfades can be <emphasis>edited</emphasis> with complete freedom,
+ allowing you change the effective length of a crossfade by altering
+ the shapes of the fade in and fade out curves.
+ </para>
+ </section>
+
+ <section id="crossfade-overlaps">
+ <title>Overlaps</title>
+ <para>
+ There are several different ways to overlap two regions, and they
+ result in different kinds of crossfades being placed at the boundaries
+ of the two regions:
+ </para>
+
+ <section id="external-overlaps">
+ <title>External overlaps</title>
+ <para>
+ An "external" overlap occurs when a region starts within another
+ region, but extends beyond the other's end.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/overlaplaterhigher.png"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ Overlaps like this will cause an xfade to be placed at the start of
+ the later region. Whether it is a full or short crossfade is
+ controlled by the current crossfade type preference. If short
+ crossfades have been chosen, the crossfade will last for the current
+ short crossfade duration; otherwise the full crossfade will last for
+ the entire overlap. The mute status of the crossfade will depend on
+ the current state of the "New crossfades are muted" setting.
+ </para>
+
+ <para>
+ In the example above, the later region is above the earlier one. It
+ is also possible to create an overlap where the earlier region is in
+ a higher layer:
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/overlapearlyhigher.png"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ For an overlap of this type, the current crossfade type preference
+ affects the placement of the crossfade. If full crossfades have been
+ chosen, the crossfade will be placed at the start of the later
+ region and will last for the entire overlap. If short crossfades
+ have been chosen, the crossfade will start just before the end of
+ the earlier region and will last for the chosen short crossfade
+ duration. The mute status of the crossfade will depend on the
+ current state of the "New crossfades are muted" setting.
+ </para>
+ </section>
+
+ <section id="internal-overlaps">
+ <title>Internal overlaps</title>
+ <para>
+ An "internal" overlap occurs when the start and end of one region
+ both occur within the duration of another.
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/internalhigheroverlap.png"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ Overlaps of this type will cause two short crossfades to be place at
+ the start of the later region and close to its end. Both crossfades
+ will last for the current short crossfade duration, and are created
+ in an un-muted state. These crossfades <emphasis>cannot</emphasis>
+ be converted to full crossfades. It is important to realize that the
+ purpose of these two crossfades is a little different than those
+ created for the single-ended overlap cases above. They are created
+ solely to avoid audio glitches at the transitions between the two
+ regions, and are not intended to facilitate interesting crossfades
+ between the upper and lower region.
+ </para>
+
+ <para>
+ Notice that in the example above, the shorter region is above the
+ longer one. It is also possible to create the following type of
+ overlap, where the shorter region is below the longer one:
+ </para>
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="images/internalloweroverlap.png"/>
+ </imageobject>
+ </mediaobject>
+ <para>
+ Overlaps of this type will not cause any crossfades to be created.
+ The uppermost region will be audible throughout its duration; the
+ lowermost region will not be audible at all.
+ </para>
+ </section>
+ </section>
+
+ <section id="creating-crossfades">
+ <title>Creating Crossfades</title>
+ <para>
+ To create a crossfade between two regions, move them so that they
+ overlap. A crossfade is automatically created within the overlap
+ (possibly two, dependening on the type of overlap, as explained
+ above). Whether the crossfade is muted or not depends on two things:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ if the current crossfade type is set to "Short", the new crossfade
+ will be created in an un-muted state
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ if the current crossfade type is set to "Full", the mute status of
+ the new crossfade is controlled from the <emphasis>option
+ editor</emphasis> on the "Layers&amp;Fades" control panel. If "New
+ crossfades are unmuted", the new crossfade will be unmuted.
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ A muted crossfade is not directly visible in the editor window, but
+ can be accessed by context clicking within the overlap that it relates
+ to. An unmuted crossfade has a yellow background that covers the
+ entire overlap (to make its presence obvious at all times), and a pair
+ of visible curves that show the gain control curves for the fade.
+ These curves may not be visible at a particular zoom level, especially
+ for short crossfades.
+ </para>
+ </section>
+
+ <section id="editing-crossfades">
+ <title>Editing Crossfades</title>
+ <para>
+ To carry out operations on a crossfade, context click anywhere in the
+ overlap. For the short crossfades in the "internal" overlap case, you
+ will need to zoom in until the crossfade becomes visible, and then
+ context click on it. Each crossfade under the mouse pointer (there is
+ normally only one) will appear in the context menu, and will lead to a
+ submenu offering the following options:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ Mute/Unmute the crossfade
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ Edit the crossfade
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ change the crossfade from short to full or vice versa
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ The last option is not available for the short crossfades in the
+ "internal" overlap case.
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/working_with_layers.xml b/manual/xml/working_with_layers.xml
index 4f6d248d55..bd843ca305 100644
--- a/manual/xml/working_with_layers.xml
+++ b/manual/xml/working_with_layers.xml
@@ -5,142 +5,145 @@
]>
<section id="sn-working-with-layers">
- <title>Working with layers</title>
- <para>
- It is possible to arrange regions in a playlist (track) so that they overlap
- - one starts before another finishes, for example. Because of this, its
- important that there is a clear and understandable rule for what you will
- hear when playing back these kinds of region arrangements.
- </para>
-
- <para>
- Every region in a playlist is assigned to a layer. There can only ever be
- one region on a given layer, although rearranging the playlist (track) may
- change which region is on which layer. At any given point along the
- timeline, you will hear the uppermost region at that point.
- </para>
-
- <para>
- Of course, nothing in digital audio is ever quite that simple, and so of
- course there are some complications:
- </para>
-
- <section id="layers-crossfades">
- <title> Crossfades </title>
- <para>
- Whenever two regions overlap, there is the potential for a
- <link linkend="sn-working-with-crossfades">crossfade</link> between them.
- If the crossfade is not muted, then you will hear the contents of the
- crossfade during the overlap, not just the uppermost region.
- </para>
- </section>
-
- <section id="region-opacity">
- <title> Region Opacity </title>
- <para>
- In a perverse nod to image manipulation programs, Ardour allows you to make
- regions transparent. By default, all regions are created opaque, which
- means that when they are playing, no region below them are audible.
- However, if you change the region to be transparent, the region will be
- audible together with any regions below it. This capability should probably
- not be abused - if you really want to mix sounds together in this way, they
- should probably live in their own tracks. Occasionally though, this can be
- useful trick.
- </para>
-
- <para>
- To change the opacity of a region, popup the region's editor, accessible by
- context clicking on the region. Then click on the "opaque" button, turning
- it on or off as desired.
- </para>
- </section>
-
- <section id="layering-styles">
- <title> Layering Styles </title>
- <para>
- When you are recording new material for a track, its typical to want to new
- material recorded "over" existing material in the track to be what you hear
- on playback. For example, if you overdub part of a guitar solo, you
- normally want the overdub to be audible, not hidden by the old version that
- was already there. By contrast, when editing using
- splitting/trimming/moving of regions to create a particular arrangement
- along the timeline, many people find that they want regions that start
- later on the timeline to be the ones that are audible.
- </para>
-
- <para>
- To facilitate these two contradictory desires, Ardour features three
- different styles for assigning regions to layers.
- </para>
-
- <variablelist>
- <title></title>
- <varlistentry>
- <term>Most recently added regions are higher</term>
- <listitem>
- <para>
- Use this style when recording/overdubbing new material. Edits of any
- kind do not modify the layering.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term>Most recently added/moved/trimmed regions are higher</term>
- <listitem>
- <para>
- Use this style when recording/overdubbing new material, but you want
- basic edits to cause regions to rise to the top.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term>Later regions are higher</term>
- <listitem>
- <para>
- Use this style when rearranging and editing regions.
- </para>
- </listitem>
- </varlistentry>
- </variablelist>
-
- <para>
- A new session has the layering style set to "Most recently
- added/moved/trimmed regions are higher". To change the layering style, open
- the <emphasis>options editor</emphasis> and select the "Layers&amp;Fades"
- page. There is an option there to select the style you want. Layering style
- may be changed at any time. The existing layering of all playlists is not
- changed when changing the layering model.
- </para>
- </section>
-
- <section id="modifying-layering-by-hand">
- <title> Modifying Layering By Hand </title>
- <para>
- If you want a particular region to be the uppermost when the current
- layering style has put it on a lower layer, context click on the region.
- Select the region from the menu that pops up, and in the submenu that
- appears, choose one of "Move region to lowest layer" or "Move region to
- upper layer". The layering for the playlist will be recalculated to ensure
- that the region is on the layer you chose. Note: these operations only have
- any effect if using one of the "Most recently .." layer models.
- </para>
-
- <para>
- You can see the precise layer a region is assigned in the popup region
- editor, accessible by context clicking on the region.
- </para>
-
- <note>
- <para>
- At one time, Ardour offered more explicit control over the layering,
- allowing you to move regions up or down to specific layers. This was found
- to be problematic, confusing, and generally rendered unnecessary by both
- of the layering styles the program now offers.
- </para>
- </note>
- </section>
+ <title>Working with layers</title>
+ <para>
+ It is possible to arrange regions in a playlist (track) so that they
+ overlap - one starts before another finishes, for example. Because of
+ this, its important that there is a clear and understandable rule for
+ what you will hear when playing back these kinds of region arrangements.
+ </para>
+
+ <para>
+ Every region in a playlist is assigned to a layer. There can only ever
+ be one region on a given layer, although rearranging the playlist
+ (track) may change which region is on which layer. At any given point
+ along the timeline, you will hear the uppermost region at that point.
+ </para>
+
+ <para>
+ Of course, nothing in digital audio is ever quite that simple, and so of
+ course there are some complications:
+ </para>
+
+ <section id="layers-crossfades">
+ <title> Crossfades </title>
+ <para>
+ Whenever two regions overlap, there is the potential for a
+ <link linkend="sn-working-with-crossfades">crossfade</link> between
+ them. If the crossfade is not muted, then you will hear the contents
+ of the crossfade during the overlap, not just the uppermost region.
+ </para>
+ </section>
+
+ <section id="region-opacity">
+ <title> Region Opacity </title>
+ <para>
+ In a perverse nod to image manipulation programs, Ardour allows you to
+ make regions transparent. By default, all regions are created opaque,
+ which means that when they are playing, no region below them are
+ audible. However, if you change the region to be transparent, the
+ region will be audible together with any regions below it. This
+ capability should probably not be abused - if you really want to mix
+ sounds together in this way, they should probably live in their own
+ tracks. Occasionally though, this can be useful trick.
+ </para>
+
+ <para>
+ To change the opacity of a region, popup the region's editor,
+ accessible by context clicking on the region. Then click on the
+ "opaque" button, turning it on or off as desired.
+ </para>
+ </section>
+
+ <section id="layering-styles">
+ <title> Layering Styles </title>
+ <para>
+ When you are recording new material for a track, its typical to want
+ to new material recorded "over" existing material in the track to be
+ what you hear on playback. For example, if you overdub part of a
+ guitar solo, you normally want the overdub to be audible, not hidden
+ by the old version that was already there. By contrast, when editing
+ using splitting/trimming/moving of regions to create a particular
+ arrangement along the timeline, many people find that they want
+ regions that start later on the timeline to be the ones that are
+ audible.
+ </para>
+
+ <para>
+ To facilitate these two contradictory desires, Ardour features three
+ different styles for assigning regions to layers.
+ </para>
+
+ <variablelist>
+ <title></title>
+ <varlistentry>
+ <term>Most recently added regions are higher</term>
+ <listitem>
+ <para>
+ Use this style when recording/overdubbing new material. Edits of
+ any kind do not modify the layering.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>Most recently added/moved/trimmed regions are higher</term>
+ <listitem>
+ <para>
+ Use this style when recording/overdubbing new material, but you
+ want basic edits to cause regions to rise to the top.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>Later regions are higher</term>
+ <listitem>
+ <para>
+ Use this style when rearranging and editing regions.
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+
+ <para>
+ A new session has the layering style set to "Most recently
+ added/moved/trimmed regions are higher". To change the layering style,
+ open the <emphasis>options editor</emphasis> and select the
+ "Layers&amp;Fades" page. There is an option there to select the style
+ you want. Layering style may be changed at any time. The existing
+ layering of all playlists is not changed when changing the layering
+ model.
+ </para>
+ </section>
+
+ <section id="modifying-layering-by-hand">
+ <title> Modifying Layering By Hand </title>
+ <para>
+ If you want a particular region to be the uppermost when the current
+ layering style has put it on a lower layer, context click on the
+ region. Select the region from the menu that pops up, and in the
+ submenu that appears, choose one of "Move region to lowest layer" or
+ "Move region to upper layer". The layering for the playlist will be
+ recalculated to ensure that the region is on the layer you chose.
+ Note: these operations only have any effect if using one of the "Most
+ recently .." layer models.
+ </para>
+
+ <para>
+ You can see the precise layer a region is assigned in the popup region
+ editor, accessible by context clicking on the region.
+ </para>
+
+ <note>
+ <para>
+ At one time, Ardour offered more explicit control over the layering,
+ allowing you to move regions up or down to specific layers. This was
+ found to be problematic, confusing, and generally rendered
+ unnecessary by both of the layering styles the program now offers.
+ </para>
+ </note>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/working_with_playlists.xml b/manual/xml/working_with_playlists.xml
index f9710cca98..ccf56ccc3a 100644
--- a/manual/xml/working_with_playlists.xml
+++ b/manual/xml/working_with_playlists.xml
@@ -5,222 +5,229 @@
]>
<section id="sn-working-with-playlists">
- <title>Working with Playlists</title>
- <para>
- As described earlier <link linkend="gt-playlist">playlists</link> are one of
- the central objects in a digital audio workstation. A playlist is a list of
- <link linkend="gt-region">regions</link> ordered in time. It defines which
- parts of which source files should be played and when.
- </para>
-
- <para>
- Each track in Ardour is really just a mechanism for taking a playlist and
- generating the audio stream that it represents. As a result, editing a track
- really means modifying its playlist in some way. Since a playlist is a list
- of regions, most of the modifications involve manipulating regions: their
- position, length and so forth. This is covered in
- <xref linkend="sn-working-with-regions"/>. Here, we cover some of the things
- you can do with playlists as objects in their own right.
- </para>
-
- <section id="tracks-are-not-playlists">
- <title> Tracks are not Playlists </title>
- <para>
- It is important to understand that a track is <emphasis>not</emphasis> a
- playlist. A track is a mechanism for generating the audio stream
- represented by the playlist and passing it through a signal processing
- pathway. At any point in time, a track has a single playlist associated
- with it. When the track is used to record, that playlist will have one or
- more new regions added to it. When the track is used for playback, the
- contents of the playlist will be heard. Old tape operators will feel
- comfortable thinking of the playlist as the tape, and the track as the tape
- machine.
- </para>
-
- <para>
- However, you can change the playlist associated with a track at (almost)
- any time, and even share playlists between tracks. There is more on this
- <link linkend="playlist-operations">below</link>.
- </para>
- </section>
-
- <section id="playlists-are-cheap">
- <title> Playlists are cheap </title>
- <para>
- One thing you should be clear about is that playlists are cheap. They don't
- cost anything in terms of CPU consumption, and they have very minimal
- efforts on memory use. Don't be afraid of generating new playlists whenever
- you want to. They are not equivalent to tracks, which require extra CPU
- time and significant memory space, or audio files, which use disk space, or
- to plugins that require extra CPU time. If a playlist is not in use, it
- occupies a small amount of memory, and nothing more.
- </para>
- </section>
-
- <section id="playlists-as-takes">
- <title> Playlists as "Takes" or "Virtual Tracks" </title>
- <para>
- If you have a background in audio engineering, then it might be easiest for
- you to think of playlists as "takes". This isn't a particularly useful
- analogy by itself, and it can be misleading. But if you are working with
- music where most tracks feature single-pass recordings of a single
- instrument, then the idea of using one playlist per "take" can make life
- very convenient. Each time you need to record another take, create a new
- playlist list first. You will then end up with a simple way of switching
- back and forth between each version, or even listening to several at the
- same time.
- </para>
-
- <para>
- If you have some experience of other DAWs, then you might have come across
- the term "virtual track", normally defined as a track that isn't actually
- playing or doing anything, but can be mapped/assigned to a "real track".
- This concept is functionally identical to Ardour's playlists. We just like
- to be little more clear about what is actually happening rather than mixing
- old and new terminology ("virtual" and "track") into confusing terminology.
- </para>
- </section>
-
- <section id="playlist-operations">
- <title> Playlist Operations </title>
- <para>
- At this point, all operations on playlists start by clicking on the
- playlist button (labelled <guibutton>p</guibutton>) in the control area of a track in the
- editor. Clicking the button will popup a menu with the following choices:
- </para>
-
- <variablelist>
- <title></title>
- <varlistentry>
- <term><guilabel>Current</guilabel></term>
- <listitem>
- <para>
- shows the name of the current playlist used by this track
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Rename</guilabel></term>
- <listitem>
- <para>
- pops up a dialog that allows the current playlist to be renamed
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>New</guilabel></term>
- <listitem>
- <para>
- creates a new <emphasis>empty</emphasis> playlist, and switches this
- track to use it
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>New Copy</guilabel></term>
- <listitem>
- <para>
- creates a new playlist that is a copy of the current playlist, and
- switches this track to use it
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Clear Current</guilabel></term>
- <listitem>
- <para>
- removes all regions from the current playlist
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Select</guilabel></term>
- <listitem>
- <para>
- pops up a playlist browser to manually choose which playlist this track
- should use
- </para>
- </listitem>
- </varlistentry>
- </variablelist>
-
- <section id="renaming-playlists">
- <title>Renaming Playlists</title>
- <para>
- Playlists are created with the name of the track of which they are
- associated, plus a version number. So, the first playlist for a track
- called "Cowbell" will be called "Cowbell.1". This name will be used to
- define the names of any regions added to the playlist by recording. You
- can change the name at any time, to anything you want. Ardour does not
- require that your playlist names are all unique, but it will make your
- life easier if they are. Suggested examples of user-assigned names for a
- playlist might include "Lead Guitar, 2nd take", "vocals (quiet)", and
- "downbeat cuica". Notice how these might be different from the associated
- track names, which for these examples might be "Lead Guitar", "Vocals" and
- "Cuica". The playlist name provides more information because it is about a
- specific version of the material that may (or may not) end up in the final
- version of the track.
- </para>
-
- <para>
- If you are going to rename your playlists, do so before recording new
- material to them.
- </para>
- </section>
-
- <section id="selecting-playlists">
- <title>Selecting Playlists</title>
- <para>
- If you click on the "Select" choice of the playlist button menu, a dialog
- will appear that displays all playlists in a tree-structure (many will be
- hidden). Playlists will be grouped by the track for which they were
- created, with all those created for the current track displayed. Other
- tracks are hidden in a collapsed tree that can be expanded as you wish to
- find other playlists.
- </para>
- </section>
-
- <section id="sharing-playlists">
- <title>Sharing Playlists</title>
- <para>
- It is entirely possible to share playlists between tracks. The only
- slightly unusual thing you may notice when sharing is that edits to the
- playlist made in one track will magically appear in the other. If you
- think about this for a moment, its an obvious consequence of sharing.
- </para>
-
- <para>
- You might not want this kind of behaviour, even though you still want two
- tracks to use the same (or substantially the same) playlist. To accomplish
- this, select the chosen playlist in the second track, and then use
- <guilabel>New Copy</guilabel> to generate an independent copy of it for
- that track. You can then edit this playlist without affecting the
- original.
- </para>
- </section>
-
- <section id="using-playlists-for-takes">
- <title>Using playlists for takes</title>
- <para>
- You have several choices here. You can obviously record new takes directly
- over an existing one, because of the non-destructive nature of digital
- audio editing. You can also use the <guilabel>Clear Current</guilabel>
- operation each time you want to start a new take. This is a
- non-destructive operation that removes all existing regions from the
- current playlist. Although you won't lose any information doing this, its
- probably not appropriate unless the last take was so awful that you want
- to discard it (although without the finality of <emphasis>Remove Last
- Capture</emphasis> ). Finally, and probably most useful, you can use the
- <guilabel>New</guilabel> operation in the playlist button menu to create a
- new empty playlist, ready for the next take. Later, you can
- <guilabel>Select</guilabel> your way back to previous or later takes as
- desired, either in this or some other track.
- </para>
- </section>
- </section>
+ <title>Working with Playlists</title>
+ <para>
+ As described earlier <link linkend="gt-playlist">playlists</link> are
+ one of the central objects in a digital audio workstation. A playlist is
+ a list of <link linkend="gt-region">regions</link> ordered in time. It
+ defines which parts of which source files should be played and when.
+ </para>
+
+ <para>
+ Each track in Ardour is really just a mechanism for taking a playlist
+ and generating the audio stream that it represents. As a result, editing
+ a track really means modifying its playlist in some way. Since a
+ playlist is a list of regions, most of the modifications involve
+ manipulating regions: their position, length and so forth. This is
+ covered in <xref linkend="sn-working-with-regions"/>. Here, we cover
+ some of the things you can do with playlists as objects in their own
+ right.
+ </para>
+
+ <section id="tracks-are-not-playlists">
+ <title> Tracks are not Playlists </title>
+ <para>
+ It is important to understand that a track is <emphasis>not</emphasis>
+ a playlist. A track is a mechanism for generating the audio stream
+ represented by the playlist and passing it through a signal processing
+ pathway. At any point in time, a track has a single playlist
+ associated with it. When the track is used to record, that playlist
+ will have one or more new regions added to it. When the track is used
+ for playback, the contents of the playlist will be heard. Old tape
+ operators will feel comfortable thinking of the playlist as the tape,
+ and the track as the tape machine.
+ </para>
+
+ <para>
+ However, you can change the playlist associated with a track at
+ (almost) any time, and even share playlists between tracks. There is
+ more on this <link linkend="playlist-operations">below</link>.
+ </para>
+ </section>
+
+ <section id="playlists-are-cheap">
+ <title> Playlists are cheap </title>
+ <para>
+ One thing you should be clear about is that playlists are cheap. They
+ don't cost anything in terms of CPU consumption, and they have very
+ minimal efforts on memory use. Don't be afraid of generating new
+ playlists whenever you want to. They are not equivalent to tracks,
+ which require extra CPU time and significant memory space, or audio
+ files, which use disk space, or to plugins that require extra CPU
+ time. If a playlist is not in use, it occupies a small amount of
+ memory, and nothing more.
+ </para>
+ </section>
+
+ <section id="playlists-as-takes">
+ <title> Playlists as "Takes" or "Virtual Tracks" </title>
+ <para>
+ If you have a background in audio engineering, then it might be
+ easiest for you to think of playlists as "takes". This isn't a
+ particularly useful analogy by itself, and it can be misleading. But
+ if you are working with music where most tracks feature single-pass
+ recordings of a single instrument, then the idea of using one playlist
+ per "take" can make life very convenient. Each time you need to record
+ another take, create a new playlist list first. You will then end up
+ with a simple way of switching back and forth between each version, or
+ even listening to several at the same time.
+ </para>
+
+ <para>
+ If you have some experience of other DAWs, then you might have come
+ across the term "virtual track", normally defined as a track that
+ isn't actually playing or doing anything, but can be mapped/assigned
+ to a "real track". This concept is functionally identical to Ardour's
+ playlists. We just like to be little more clear about what is actually
+ happening rather than mixing old and new terminology ("virtual" and
+ "track") into confusing terminology.
+ </para>
+ </section>
+
+ <section id="playlist-operations">
+ <title> Playlist Operations </title>
+ <para>
+ At this point, all operations on playlists start by clicking on the
+ playlist button (labelled <guibutton>p</guibutton>) in the control
+ area of a track in the editor. Clicking the button will popup a menu
+ with the following choices:
+ </para>
+
+ <variablelist>
+ <title></title>
+ <varlistentry>
+ <term><guilabel>Current</guilabel></term>
+ <listitem>
+ <para>
+ shows the name of the current playlist used by this track
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Rename</guilabel></term>
+ <listitem>
+ <para>
+ pops up a dialog that allows the current playlist to be renamed
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>New</guilabel></term>
+ <listitem>
+ <para>
+ creates a new <emphasis>empty</emphasis> playlist, and switches
+ this track to use it
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>New Copy</guilabel></term>
+ <listitem>
+ <para>
+ creates a new playlist that is a copy of the current playlist,
+ and switches this track to use it
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Clear Current</guilabel></term>
+ <listitem>
+ <para>
+ removes all regions from the current playlist
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Select</guilabel></term>
+ <listitem>
+ <para>
+ pops up a playlist browser to manually choose which playlist
+ this track should use
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+
+ <section id="renaming-playlists">
+ <title>Renaming Playlists</title>
+ <para>
+ Playlists are created with the name of the track of which they are
+ associated, plus a version number. So, the first playlist for a
+ track called "Cowbell" will be called "Cowbell.1". This name will be
+ used to define the names of any regions added to the playlist by
+ recording. You can change the name at any time, to anything you
+ want. Ardour does not require that your playlist names are all
+ unique, but it will make your life easier if they are. Suggested
+ examples of user-assigned names for a playlist might include "Lead
+ Guitar, 2nd take", "vocals (quiet)", and "downbeat cuica". Notice
+ how these might be different from the associated track names, which
+ for these examples might be "Lead Guitar", "Vocals" and "Cuica". The
+ playlist name provides more information because it is about a
+ specific version of the material that may (or may not) end up in the
+ final version of the track.
+ </para>
+
+ <para>
+ If you are going to rename your playlists, do so before recording
+ new material to them.
+ </para>
+ </section>
+
+ <section id="selecting-playlists">
+ <title>Selecting Playlists</title>
+ <para>
+ If you click on the "Select" choice of the playlist button menu, a
+ dialog will appear that displays all playlists in a tree-structure
+ (many will be hidden). Playlists will be grouped by the track for
+ which they were created, with all those created for the current
+ track displayed. Other tracks are hidden in a collapsed tree that
+ can be expanded as you wish to find other playlists.
+ </para>
+ </section>
+
+ <section id="sharing-playlists">
+ <title>Sharing Playlists</title>
+ <para>
+ It is entirely possible to share playlists between tracks. The only
+ slightly unusual thing you may notice when sharing is that edits to
+ the playlist made in one track will magically appear in the other.
+ If you think about this for a moment, its an obvious consequence of
+ sharing.
+ </para>
+
+ <para>
+ You might not want this kind of behaviour, even though you still
+ want two tracks to use the same (or substantially the same)
+ playlist. To accomplish this, select the chosen playlist in the
+ second track, and then use <guilabel>New Copy</guilabel> to generate
+ an independent copy of it for that track. You can then edit this
+ playlist without affecting the original.
+ </para>
+ </section>
+
+ <section id="using-playlists-for-takes">
+ <title>Using playlists for takes</title>
+ <para>
+ You have several choices here. You can obviously record new takes
+ directly over an existing one, because of the non-destructive nature
+ of digital audio editing. You can also use the <guilabel>Clear
+ Current</guilabel> operation each time you want to start a new take.
+ This is a non-destructive operation that removes all existing
+ regions from the current playlist. Although you won't lose any
+ information doing this, its probably not appropriate unless the last
+ take was so awful that you want to discard it (although without the
+ finality of <emphasis>Remove Last Capture</emphasis> ). Finally, and
+ probably most useful, you can use the <guilabel>New</guilabel>
+ operation in the playlist button menu to create a new empty
+ playlist, ready for the next take. Later, you can
+ <guilabel>Select</guilabel> your way back to previous or later takes
+ as desired, either in this or some other track.
+ </para>
+ </section>
+ </section>
</section>
diff --git a/manual/xml/working_with_ranges.xml b/manual/xml/working_with_ranges.xml
index f5d1899f44..f21e0f99b9 100644
--- a/manual/xml/working_with_ranges.xml
+++ b/manual/xml/working_with_ranges.xml
@@ -5,32 +5,32 @@
]>
<section id="sn-working-with-ranges">
- <title>Working with Ranges</title>
- <para>
- This section doesn't really exist it yet, but is a placeholder for the
- following
- </para>
+ <title>Working with Ranges</title>
+ <para>
+ This section doesn't really exist it yet, but is a placeholder for the
+ following
+ </para>
- <section id="bounce-range">
- <title>Bounce Range</title>
- <para>
- Currently, when bouncing a range to disk, files corresponding to each
- channel of the range's output are created. The file names begin with Audio,
- then the track number followed by ".1." Then, a 0 or 1 is added, depending
- on the channel. Finally, the file extension is added. The file type is
- determined by the native format selection in the options editor (the
- Paths/Files tab).
- </para>
+ <section id="bounce-range">
+ <title>Bounce Range</title>
+ <para>
+ Currently, when bouncing a range to disk, files corresponding to each
+ channel of the range's output are created. The file names begin with
+ Audio, then the track number followed by ".1." Then, a 0 or 1 is
+ added, depending on the channel. Finally, the file extension is added.
+ The file type is determined by the native format selection in the
+ options editor (the Paths/Files tab).
+ </para>
- <para>
- In a future version, "bounce range" will replace the range with a new
- region based on the bounced audio file which will include track FX, etc.
- Currently, no dialog box is offered to allow the user to name the bounced
- file or choose its location on disk. The bounced audio is just placed in
- the sounds directory of the project directory. There is currently no visual
- feedback that the bounce has been accomplished.
- </para>
- </section>
+ <para>
+ In a future version, "bounce range" will replace the range with a new
+ region based on the bounced audio file which will include track FX,
+ etc. Currently, no dialog box is offered to allow the user to name the
+ bounced file or choose its location on disk. The bounced audio is just
+ placed in the sounds directory of the project directory. There is
+ currently no visual feedback that the bounce has been accomplished.
+ </para>
+ </section>
<!--
<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
href="Some_Subsection.xml" />
diff --git a/manual/xml/working_with_regions.xml b/manual/xml/working_with_regions.xml
index 7e3f687bcc..1c8cea8209 100644
--- a/manual/xml/working_with_regions.xml
+++ b/manual/xml/working_with_regions.xml
@@ -5,617 +5,639 @@
]>
<section id="sn-working-with-regions">
- <title>Working with Regions</title>
- <para>
- Regions are the basic elements of editing and composing in Ardour. Each
- region represents a single, contiguous section of one or more audio files.
- Regions are defined by a fixed set of attributes:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- the source audio file(s) they represent
- </para>
- </listitem>
- <listitem>
- <para>
- a starting point in the audio file(s)
- </para>
- </listitem>
- <listitem>
- <para>
- a length
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- When placed into a <glossterm linkend="gt-playlist">playlist</glossterm>,
- they gain additional attributes:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- a position along the timeline
- </para>
- </listitem>
- <listitem>
- <para>
- a layer
- </para>
- </listitem>
- </itemizedlist>
-
- <para>
- There are <emphasis>other attributes</emphasis> as well, but they do not
- define the region. Things you should know about regions:
- </para>
-
- <variablelist>
- <title></title>
- <varlistentry>
- <term>Regions are Cheap</term>
- <listitem>
- <para>
- By themselves, regions do not consume hardly any of your computer's
- resources. Each region requires a small amount of memory, and represents
- a rather small amount of CPU work if placed into an active track. So,
- don't worry about creating regions whenever you need to.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term>Regions are not audio files</term>
- <listitem>
- <para>
- Although a region can represent an entire audio file, they are never
- equivalent to an audio file. Most regions represent just parts of an
- audio file(s) on disk, and removing a region from a track has nothing to
- do with removing the audio file(s) from the disk ((the
- <emphasis>Destroy</emphasis> operation, one of Ardour's few destructive
- operations, can affect this)). Changing the length of a region has no
- effect on the audio file(s) on disk. Splitting and copying regions does
- not alter the audio file in anyway, nor does it create new audio files
- ((the <emphasis>Export</emphasis> , <emphasis>Bounce</emphasis> and
- <emphasis>Reverse</emphasis> operations do create new audio files)).
- </para>
- </listitem>
- </varlistentry>
- </variablelist>
-
- <section id="region-naming">
- <title>Region Naming</title>
- <para>
- Regions are initially named using either:
- </para>
-
- <itemizedlist>
- <listitem>
- <para>
- the name of the playlist for which they were recorded
- </para>
- </listitem>
- <listitem>
- <para>
- the name of the embedded/imported audio file they represent
- </para>
- </listitem>
- </itemizedlist>
-
- <section id="whole-file-region-names">
- <title>Whole File Region Names</title>
- <para>
- These are not audio files, but regions that represent the full extent of
- an audio file. Every time a new recording is done, or a new file is
- embedded/imported, a new region is created that represents the entire
- audio file(s) This region will have the name of the playlist/original
- file, followed by a "-" and then a number.
- </para>
-
- <para>
- For recorded regions, the number will increase each time a new recording
- is made. So, for example, if there is a playlist called "Didgeridoo", the
- first recorded whole file region for that playlist will be called
- "Digderidoo-1". The next one will be "Digeridoo-2" and so on.
- </para>
-
- <para>
- For imported/embedded files, the region name will be based on the file
- name, but with any final suffix (e.g. ".wav" or ".aiff") removed.
- </para>
-
- <para>
- Normally, whole file regions are not inserted into tracks/playlists, but
- regions derived from them are. The whole-file versions live in the editor
- region list where they act as an organizing mechanism for regions that are
- derived from them.
- </para>
- </section>
-
- <section id="normal-region-names">
- <title>Normal Region Names</title>
- <para>
- When a region is inserted into a track/playlist, its initial name will end
- in a version number, such as ".1" or ".103". For a recorded region, if the
- whole file region was "Hang drum-1", then the region in the track will
- appear with the name "Hang drum-1.1". For an imported/embedded region, if
- the whole file region was "Bach:Invention3", then the region in the track
- will appear with the name "Bach:Invention3.1".
- </para>
- </section>
-
- <section id="copied-region-names">
- <title>Copied Region Names</title>
- <para>
- If the region is a copy of another region, it will begin life with the
- same name as the original. When an operation is carried out that modifies
- one of the copies, that particular copy will be renamed by incrementing
- the version number.
- </para>
- </section>
-
- <section id="renaming-regions">
- <title>Renaming Regions</title>
- <para>
- You can rename a region at any time. Use the <emphasis>region context
- menu</emphasis> to popup the rename dialog. The new name does not need to
- have a version number in it (in fact, it probably should not). The region
- will retain its name until it is modified after being copied.
- </para>
- </section>
- </section>
-
- <section id="selecting-regions">
- <title>Selecting Regions</title>
- <para>
- In general, operations on regions apply to whichever regions are currently
- <emphasis>selected</emphasis> .
- </para>
-
- <para>
- To select a single region, click on it using
- <mousebutton>Button1</mousebutton>.
- </para>
-
- <para>
- To add an unselected region to the currently selected regions, click on it
- using
- <keycombo><keycap>Shift</keycap><mousebutton>Button1</mousebutton></keycombo>.
- </para>
-
- <para>
- To remove a selected region from the currently selected regions, click on
- it using
- <keycombo><keycap>Shift</keycap><mousebutton>Button1</mousebutton></keycombo>.
- </para>
- </section>
-
- <section id="removing-regions">
- <title>Removing Regions</title>
- <para>
- Select the region(s) to be removed. Then press the "Delete" key or use the
- standard key binding for "Cut" (
- <keycombo><keycap>Ctrl</keycap><keycap>X</keycap></keycombo> by default).
- </para>
-
- <para>
- Note that "removing" a region is a non-destructive operation. It has no
- effect on the audio file(s) stored on disk. If you really want to
- destructively remove the region, use the context menu for the region which
- has a "Destroy" item. This is not guaranteed to remove the audio file from
- your disk storage, but it generally will.
- </para>
- </section>
-
- <section id="moving-regions">
- <title>Moving Regions</title>
- <para>
- To move a region, make sure you are in <emphasis>object</emphasis> mouse
- mode. Move the mouse pointer into the waveform display part of the region,
- press <mousebutton>Button1</mousebutton> and drag. The region will follow the
- mouse pointer as you move it around. By default, the region can move freely
- along the timeline - see <xref linkend="sn-snap-settings"/> for information on how to
- force the region to align to certain kinds of points along the timeline.
- </para>
-
- <para>
- To move a region from one track to another, simply start a move as
- described above, but move the mouse pointer into the desired track. The
- region will follow the mouse pointer. Note that if you have other kinds of
- "tracks" visible, the region will remain where it is as the mouse pointer
- moves across them, and will then jump to the new track. This serves as a
- visual reminder that you cannot drag an audio region into an automation
- track or a bus, for example.
- </para>
-
- <section id="moving-more-than-one-region">
- <title>Moving more than one region</title>
- <para>
- To move multiple regions, select them before moving. Then click+drag on
- one of the selected regions. All the regions will move, keeping their
- positions relative to each other.
- </para>
- </section>
-
- <section id="region-fixed-time-motion">
- <title>Fixed-time motion</title>
- <para>
- Sometimes, you want to move a region to another track, but keeping its
- position along the timeline exactly the same. To do this, use
- <mousebutton>Button2</mousebutton> rather than <mousebutton>Button1</mousebutton>.
- </para>
- </section>
- </section>
-
- <section id="copying-regions">
- <title>Copying Regions</title>
- <para>
- To copy a region, make sure you are in <emphasis>object</emphasis> mouse
- mode. Move the mouse pointer into the waveform press the
- <keycap>Ctrl</keycap> key, keep it down while pressing
- <mousebutton>Button1</mousebutton> and drag. A new region is created and will
- follow the mouse pointer as it moves. See <xref linkend="moving-regions"/> for
- more details on moving the copied region around.
- </para>
-
- <section id="copying-more-than-one-region">
- <title>Copying more than one region</title>
- <para>
- To copy multiple regions, select them before copying. Then click+drag on
- one of the selected regions. All the regions will be copied and as they
- move, the will keep their positions relative to each other.
- </para>
- </section>
-
- <section id="region-fixed-time-copying">
- <title>Fixed-time copying</title>
- <para>
- If you want to copy region(s) to other track(s) but keep the copies at the
- exact position on the timeline as the originals, simply use
- <keycombo><keycap>Ctrl</keycap><mousebutton>Button2</mousebutton></keycombo> instead of
- <keycombo><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>.
- </para>
- </section>
- </section>
-
- <section id="trimming-regions">
- <title>Trimming Regions</title>
- <para></para>
- </section>
-
- <section id="auditioning-regions">
- <title>Auditioning Regions</title>
- <para></para>
- </section>
-
- <section id="region-gain-envelopes">
- <title>Region Gain Envelopes</title>
- <para></para>
- </section>
-
- <section id="region-context-menu">
- <!-- needs work -->
- <title>Region Context Menu</title>
- <para>
- If you context-click on a region, a popup menu will appear. At or near the
- top of that menu is a list of all regions that exist in the clicked-upon
- track under the mouse pointer. Each region entry (shown by name) points to
- a submenu that contains region-specific operations:
- </para>
-
- <variablelist>
- <title></title>
- <varlistentry>
- <term><guilabel>Popup region editor</guilabel></term>
- <listitem>
- <para>
- creates and displays the editor for this region, allowing even more
- specific control over the region than this menu
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Raise to top layer</guilabel></term>
- <listitem>
- <para>
- moves the region to the top layer of this track (works only in "Most
- recently added/moved/trimmed regions are higher" <emphasis>layer
- mode</emphasis>
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Lower to bottom layer</guilabel></term>
- <listitem>
- <para>
- moves the region to the bottom layer of this track (works only in "Most
- recently added/moved/trimmed regions are higher" <emphasis>layer
- mode</emphasis>
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Define sync point</guilabel></term>
- <listitem>
- <para>
- if the edit cursor is within this region, defines the region sync point
- at the edit cursor location.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Remove sync point</guilabel></term>
- <listitem>
- <para></para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Audition</guilabel></term>
- <listitem>
- <para>
- plays this region via the <glossterm linkend="gt-auditioner">auditioner</glossterm>
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Export</guilabel></term>
- <listitem>
- <para>
- exports this region to a new audio file, via the export dialog (thus
- allowing resampling, dithering, format specification etc.)
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Bounce</guilabel></term>
- <listitem>
- <para>
- re-records this region (with any plugins/inserts applied) to a new audio
- file, and replaces the region with one referring to the new file.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Lock</guilabel></term>
- <listitem>
- <para>
- prevents the region from being moved, trimmed, or modified in almost any
- way.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Unlock</guilabel></term>
- <listitem>
- <para>
- removes the lock on region modification
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Mute</guilabel></term>
- <listitem>
- <para>
- makes the region silent during playback
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Unmute</guilabel></term>
- <listitem>
- <para></para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Toggle envelope visibility</guilabel></term>
- <listitem>
- <para>
- shows/hides the region gain envelope
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Toggle envelope active</guilabel></term>
- <listitem>
- <para>
- turns the region gain envelope on/off (the line is gray when the
- envelope is off, green when it is on)
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Original position</guilabel></term>
- <listitem>
- <para>
- if the region was recorded (and Broadcast WAVE was the native file
- format) moves the region to its original capture position
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Normalize</guilabel></term>
- <listitem>
- <para>
- alters the gain processing of the region so that the loudest sample is
- at 0dBFS
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>DeNormalize</guilabel></term>
- <listitem>
- <para>
- undoes the effect of a normalize
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Reverse</guilabel></term>
- <listitem>
- <para>
- writes the region to a new audio file with the contents reversed, and
- replaces the region with one referring to the new file
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Nudge</guilabel></term>
- <listitem>
- <para>
- moves the region in various ways
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Nudge fwd</guilabel></term>
- <listitem>
- <para>
- moves the region forward by the amount shown in the nudge clock
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Nudge bwd</guilabel></term>
- <listitem>
- <para>
- moves the region backward by the amount shown in the nudge clock
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Nudge fwd by capture offset</guilabel></term>
- <listitem>
- <para>
- moves the region forward by the same offset that it might have been
- (incorrectly) adjusted by when captured
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Nudge bwd by capture offset</guilabel></term>
- <listitem>
- <para>
- moves the region backwards by the same offset that it might have been
- (incorrectly) adjusted by when captured
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Trim</guilabel></term>
- <listitem>
- <para></para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Start to edit cursor</guilabel></term>
- <listitem>
- <para>
- adjusts the start of the region to the current position of the edit
- cursor (if possible)
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Edit cursor to end</guilabel></term>
- <listitem>
- <para>
- adjusts the end of the region to the current position of the edit cursor
- (if possible)
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Split</guilabel></term>
- <listitem>
- <para>
- if the edit cursor is within the region, splits the region at the editor
- cursor location
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Make mono regions</guilabel></term>
- <listitem>
- <para>
- if the region is a multi-channel one, creates new regions corresponding
- to each channel. The new regions are added to the editor's region list,
- not the track.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Duplicate</guilabel></term>
- <listitem>
- <para>
- pops up a dialog allowing the region to be copied 1 or more times. Each
- copy is placed directly after the original or previous copy.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Fill Track</guilabel></term>
- <listitem>
- <para>
- copies the region as many times as necessary to fill the track to the
- current session end mark. Each copy is placed directly after the
- original or previous copy.
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Remove</guilabel></term>
- <listitem>
- <para>
- remove the region from the track (non-destructive)
- </para>
- </listitem>
- </varlistentry>
-
- <varlistentry>
- <term><guilabel>Destroy</guilabel></term>
- <listitem>
- <para>
- remove the region from the track and the editor region list, and if no
- other regions are referencing it, remove the audio file that the region
- is derived from. ( <emphasis>DESTRUCTIVE</emphasis> )
- </para>
- </listitem>
- </varlistentry>
- </variablelist>
- </section>
+ <title>Working with Regions</title>
+ <para>
+ Regions are the basic elements of editing and composing in Ardour. Each
+ region represents a single, contiguous section of one or more audio
+ files. Regions are defined by a fixed set of attributes:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ the source audio file(s) they represent
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ a starting point in the audio file(s)
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ a length
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ When placed into a
+ <glossterm linkend="gt-playlist">playlist</glossterm>, they gain
+ additional attributes:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ a position along the timeline
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ a layer
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <para>
+ There are <emphasis>other attributes</emphasis> as well, but they do not
+ define the region. Things you should know about regions:
+ </para>
+
+ <variablelist>
+ <title></title>
+ <varlistentry>
+ <term>Regions are Cheap</term>
+ <listitem>
+ <para>
+ By themselves, regions do not consume hardly any of your
+ computer's resources. Each region requires a small amount of
+ memory, and represents a rather small amount of CPU work if placed
+ into an active track. So, don't worry about creating regions
+ whenever you need to.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>Regions are not audio files</term>
+ <listitem>
+ <para>
+ Although a region can represent an entire audio file, they are
+ never equivalent to an audio file. Most regions represent just
+ parts of an audio file(s) on disk, and removing a region from a
+ track has nothing to do with removing the audio file(s) from the
+ disk ((the <emphasis>Destroy</emphasis> operation, one of Ardour's
+ few destructive operations, can affect this)). Changing the length
+ of a region has no effect on the audio file(s) on disk. Splitting
+ and copying regions does not alter the audio file in anyway, nor
+ does it create new audio files ((the <emphasis>Export</emphasis> ,
+ <emphasis>Bounce</emphasis> and <emphasis>Reverse</emphasis>
+ operations do create new audio files)).
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+
+ <section id="region-naming">
+ <title>Region Naming</title>
+ <para>
+ Regions are initially named using either:
+ </para>
+
+ <itemizedlist>
+ <listitem>
+ <para>
+ the name of the playlist for which they were recorded
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+ the name of the embedded/imported audio file they represent
+ </para>
+ </listitem>
+ </itemizedlist>
+
+ <section id="whole-file-region-names">
+ <title>Whole File Region Names</title>
+ <para>
+ These are not audio files, but regions that represent the full
+ extent of an audio file. Every time a new recording is done, or a
+ new file is embedded/imported, a new region is created that
+ represents the entire audio file(s) This region will have the name
+ of the playlist/original file, followed by a "-" and then a number.
+ </para>
+
+ <para>
+ For recorded regions, the number will increase each time a new
+ recording is made. So, for example, if there is a playlist called
+ "Didgeridoo", the first recorded whole file region for that playlist
+ will be called "Digderidoo-1". The next one will be "Digeridoo-2"
+ and so on.
+ </para>
+
+ <para>
+ For imported/embedded files, the region name will be based on the
+ file name, but with any final suffix (e.g. ".wav" or ".aiff")
+ removed.
+ </para>
+
+ <para>
+ Normally, whole file regions are not inserted into tracks/playlists,
+ but regions derived from them are. The whole-file versions live in
+ the editor region list where they act as an organizing mechanism for
+ regions that are derived from them.
+ </para>
+ </section>
+
+ <section id="normal-region-names">
+ <title>Normal Region Names</title>
+ <para>
+ When a region is inserted into a track/playlist, its initial name
+ will end in a version number, such as ".1" or ".103". For a recorded
+ region, if the whole file region was "Hang drum-1", then the region
+ in the track will appear with the name "Hang drum-1.1". For an
+ imported/embedded region, if the whole file region was
+ "Bach:Invention3", then the region in the track will appear with the
+ name "Bach:Invention3.1".
+ </para>
+ </section>
+
+ <section id="copied-region-names">
+ <title>Copied Region Names</title>
+ <para>
+ If the region is a copy of another region, it will begin life with
+ the same name as the original. When an operation is carried out that
+ modifies one of the copies, that particular copy will be renamed by
+ incrementing the version number.
+ </para>
+ </section>
+
+ <section id="renaming-regions">
+ <title>Renaming Regions</title>
+ <para>
+ You can rename a region at any time. Use the <emphasis>region
+ context menu</emphasis> to popup the rename dialog. The new name
+ does not need to have a version number in it (in fact, it probably
+ should not). The region will retain its name until it is modified
+ after being copied.
+ </para>
+ </section>
+ </section>
+
+ <section id="selecting-regions">
+ <title>Selecting Regions</title>
+ <para>
+ In general, operations on regions apply to whichever regions are
+ currently <emphasis>selected</emphasis> .
+ </para>
+
+ <para>
+ To select a single region, click on it using
+ <mousebutton>Button1</mousebutton>.
+ </para>
+
+ <para>
+ To add an unselected region to the currently selected regions, click
+ on it using
+ <keycombo><keycap>Shift</keycap><mousebutton>Button1</mousebutton></keycombo>.
+ </para>
+
+ <para>
+ To remove a selected region from the currently selected regions, click
+ on it using
+ <keycombo><keycap>Shift</keycap><mousebutton>Button1</mousebutton></keycombo>.
+ </para>
+ </section>
+
+ <section id="removing-regions">
+ <title>Removing Regions</title>
+ <para>
+ Select the region(s) to be removed. Then press the "Delete" key or use
+ the standard key binding for "Cut" (
+ <keycombo><keycap>Ctrl</keycap><keycap>X</keycap></keycombo> by
+ default).
+ </para>
+
+ <para>
+ Note that "removing" a region is a non-destructive operation. It has
+ no effect on the audio file(s) stored on disk. If you really want to
+ destructively remove the region, use the context menu for the region
+ which has a "Destroy" item. This is not guaranteed to remove the audio
+ file from your disk storage, but it generally will.
+ </para>
+ </section>
+
+ <section id="moving-regions">
+ <title>Moving Regions</title>
+ <para>
+ To move a region, make sure you are in <emphasis>object</emphasis>
+ mouse mode. Move the mouse pointer into the waveform display part of
+ the region, press <mousebutton>Button1</mousebutton> and drag. The
+ region will follow the mouse pointer as you move it around. By
+ default, the region can move freely along the timeline - see
+ <xref linkend="sn-snap-settings"/> for information on how to force the
+ region to align to certain kinds of points along the timeline.
+ </para>
+
+ <para>
+ To move a region from one track to another, simply start a move as
+ described above, but move the mouse pointer into the desired track.
+ The region will follow the mouse pointer. Note that if you have other
+ kinds of "tracks" visible, the region will remain where it is as the
+ mouse pointer moves across them, and will then jump to the new track.
+ This serves as a visual reminder that you cannot drag an audio region
+ into an automation track or a bus, for example.
+ </para>
+
+ <section id="moving-more-than-one-region">
+ <title>Moving more than one region</title>
+ <para>
+ To move multiple regions, select them before moving. Then click+drag
+ on one of the selected regions. All the regions will move, keeping
+ their positions relative to each other.
+ </para>
+ </section>
+
+ <section id="region-fixed-time-motion">
+ <title>Fixed-time motion</title>
+ <para>
+ Sometimes, you want to move a region to another track, but keeping
+ its position along the timeline exactly the same. To do this, use
+ <mousebutton>Button2</mousebutton> rather than
+ <mousebutton>Button1</mousebutton>.
+ </para>
+ </section>
+ </section>
+
+ <section id="copying-regions">
+ <title>Copying Regions</title>
+ <para>
+ To copy a region, make sure you are in <emphasis>object</emphasis>
+ mouse mode. Move the mouse pointer into the waveform press the
+ <keycap>Ctrl</keycap> key, keep it down while pressing
+ <mousebutton>Button1</mousebutton> and drag. A new region is created
+ and will follow the mouse pointer as it moves. See
+ <xref linkend="moving-regions"/> for more details on moving the copied
+ region around.
+ </para>
+
+ <section id="copying-more-than-one-region">
+ <title>Copying more than one region</title>
+ <para>
+ To copy multiple regions, select them before copying. Then
+ click+drag on one of the selected regions. All the regions will be
+ copied and as they move, the will keep their positions relative to
+ each other.
+ </para>
+ </section>
+
+ <section id="region-fixed-time-copying">
+ <title>Fixed-time copying</title>
+ <para>
+ If you want to copy region(s) to other track(s) but keep the copies
+ at the exact position on the timeline as the originals, simply use
+ <keycombo><keycap>Ctrl</keycap><mousebutton>Button2</mousebutton></keycombo>
+ instead of
+ <keycombo><keycap>Ctrl</keycap><mousebutton>Button1</mousebutton></keycombo>.
+ </para>
+ </section>
+ </section>
+
+ <section id="trimming-regions">
+ <title>Trimming Regions</title>
+ <para></para>
+ </section>
+
+ <section id="auditioning-regions">
+ <title>Auditioning Regions</title>
+ <para></para>
+ </section>
+
+ <section id="region-gain-envelopes">
+ <title>Region Gain Envelopes</title>
+ <para></para>
+ </section>
+
+ <section id="region-context-menu">
+<!-- needs work -->
+ <title>Region Context Menu</title>
+ <para>
+ If you context-click on a region, a popup menu will appear. At or near
+ the top of that menu is a list of all regions that exist in the
+ clicked-upon track under the mouse pointer. Each region entry (shown
+ by name) points to a submenu that contains region-specific operations:
+ </para>
+
+ <variablelist>
+ <title></title>
+ <varlistentry>
+ <term><guilabel>Popup region editor</guilabel></term>
+ <listitem>
+ <para>
+ creates and displays the editor for this region, allowing even
+ more specific control over the region than this menu
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Raise to top layer</guilabel></term>
+ <listitem>
+ <para>
+ moves the region to the top layer of this track (works only in
+ "Most recently added/moved/trimmed regions are higher"
+ <emphasis>layer mode</emphasis>
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Lower to bottom layer</guilabel></term>
+ <listitem>
+ <para>
+ moves the region to the bottom layer of this track (works only
+ in "Most recently added/moved/trimmed regions are higher"
+ <emphasis>layer mode</emphasis>
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Define sync point</guilabel></term>
+ <listitem>
+ <para>
+ if the edit cursor is within this region, defines the region
+ sync point at the edit cursor location.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Remove sync point</guilabel></term>
+ <listitem>
+ <para></para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Audition</guilabel></term>
+ <listitem>
+ <para>
+ plays this region via the
+ <glossterm linkend="gt-auditioner">auditioner</glossterm>
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Export</guilabel></term>
+ <listitem>
+ <para>
+ exports this region to a new audio file, via the export dialog
+ (thus allowing resampling, dithering, format specification etc.)
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Bounce</guilabel></term>
+ <listitem>
+ <para>
+ re-records this region (with any plugins/inserts applied) to a
+ new audio file, and replaces the region with one referring to
+ the new file.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Lock</guilabel></term>
+ <listitem>
+ <para>
+ prevents the region from being moved, trimmed, or modified in
+ almost any way.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Unlock</guilabel></term>
+ <listitem>
+ <para>
+ removes the lock on region modification
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Mute</guilabel></term>
+ <listitem>
+ <para>
+ makes the region silent during playback
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Unmute</guilabel></term>
+ <listitem>
+ <para></para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Toggle envelope visibility</guilabel></term>
+ <listitem>
+ <para>
+ shows/hides the region gain envelope
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Toggle envelope active</guilabel></term>
+ <listitem>
+ <para>
+ turns the region gain envelope on/off (the line is gray when the
+ envelope is off, green when it is on)
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Original position</guilabel></term>
+ <listitem>
+ <para>
+ if the region was recorded (and Broadcast WAVE was the native
+ file format) moves the region to its original capture position
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Normalize</guilabel></term>
+ <listitem>
+ <para>
+ alters the gain processing of the region so that the loudest
+ sample is at 0dBFS
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>DeNormalize</guilabel></term>
+ <listitem>
+ <para>
+ undoes the effect of a normalize
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Reverse</guilabel></term>
+ <listitem>
+ <para>
+ writes the region to a new audio file with the contents
+ reversed, and replaces the region with one referring to the new
+ file
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Nudge</guilabel></term>
+ <listitem>
+ <para>
+ moves the region in various ways
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Nudge fwd</guilabel></term>
+ <listitem>
+ <para>
+ moves the region forward by the amount shown in the nudge clock
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Nudge bwd</guilabel></term>
+ <listitem>
+ <para>
+ moves the region backward by the amount shown in the nudge clock
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Nudge fwd by capture offset</guilabel></term>
+ <listitem>
+ <para>
+ moves the region forward by the same offset that it might have
+ been (incorrectly) adjusted by when captured
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Nudge bwd by capture offset</guilabel></term>
+ <listitem>
+ <para>
+ moves the region backwards by the same offset that it might have
+ been (incorrectly) adjusted by when captured
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Trim</guilabel></term>
+ <listitem>
+ <para></para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Start to edit cursor</guilabel></term>
+ <listitem>
+ <para>
+ adjusts the start of the region to the current position of the
+ edit cursor (if possible)
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Edit cursor to end</guilabel></term>
+ <listitem>
+ <para>
+ adjusts the end of the region to the current position of the
+ edit cursor (if possible)
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Split</guilabel></term>
+ <listitem>
+ <para>
+ if the edit cursor is within the region, splits the region at
+ the editor cursor location
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Make mono regions</guilabel></term>
+ <listitem>
+ <para>
+ if the region is a multi-channel one, creates new regions
+ corresponding to each channel. The new regions are added to the
+ editor's region list, not the track.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Duplicate</guilabel></term>
+ <listitem>
+ <para>
+ pops up a dialog allowing the region to be copied 1 or more
+ times. Each copy is placed directly after the original or
+ previous copy.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Fill Track</guilabel></term>
+ <listitem>
+ <para>
+ copies the region as many times as necessary to fill the track
+ to the current session end mark. Each copy is placed directly
+ after the original or previous copy.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Remove</guilabel></term>
+ <listitem>
+ <para>
+ remove the region from the track (non-destructive)
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term><guilabel>Destroy</guilabel></term>
+ <listitem>
+ <para>
+ remove the region from the track and the editor region list, and
+ if no other regions are referencing it, remove the audio file
+ that the region is derived from. (
+ <emphasis>DESTRUCTIVE</emphasis> )
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </section>
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