diff options
author | Tim Mayberry <mojofunk@gmail.com> | 2007-02-15 03:49:43 +0000 |
---|---|---|
committer | Tim Mayberry <mojofunk@gmail.com> | 2007-02-15 03:49:43 +0000 |
commit | b8a6f94325c46a4129922ad3dbb61ca30761299b (patch) | |
tree | f6e688825a494d98ba9dd55157fe695f3d721985 /manual/xml | |
parent | 7f0f19597ae605c10d37a9f6e749c49c254d2700 (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')
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—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—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" ] && [ -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>””’</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>””’</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 ></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 ></keycap> - </keycombo> - </entry> - <entry> - move playhead to next marker - </entry> - </row> - <row> - <entry> - <keycombo><keycap>Keypad <</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 <</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 “all”. 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 “all”. 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, “Captured” and “External”. - “Captured” contains all regions that were either recorded by - Ardour or imported as native audio files. “External”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 “[N]” where N is a - number indicating the number of channels. Any region that ends in - “-N”, where N is a number, is a region that describes an entire - audio file. Any region that ends in “.N” 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, “Captured” and “External”. + “Captured” contains all regions that were either recorded by + Ardour or imported as native audio files. “External”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 “[N]” where N is a + number indicating the number of channels. Any region that ends in + “-N”, where N is a number, is a region that describes an + entire audio file. Any region that ends in “.N” 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 & 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 & 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> - < TRACK - </para> - </entry> - <entry> - <para> - Previous track - </para> - </entry> - <entry> - <para></para> - </entry> - </row> - <row> - <entry> - <para> - TRACK > - </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> + < TRACK + </para> + </entry> + + <entry> + <para> + Previous track + </para> + </entry> + + <entry> + <para></para> + </entry> + </row> + + <row> + <entry> + <para> + TRACK > + </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> <MIDI-port tag="hw:0" device="/dev/snd/midiC1D0" type="alsa/raw" mode="duplex"/> </screen> - <para> - On OSX/CoreMIDI it would look more like: - </para> + <para> + On OSX/CoreMIDI it would look more like: + </para> <screen width="50"> <MIDI-port tag="coremidi" device="ardour" type="coremidi" mode="duplex"/> </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 & 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 & 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 & 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 & 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&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&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&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&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> <!-- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" href="Some_Subsection.xml" /> |