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+<?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-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>
+<!--
+ <xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
+ href="Some_Subsection.xml" />
+ -->
+</section>