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diff --git a/manual/xml/other_windows.xml b/manual/xml/other_windows.xml new file mode 100644 index 0000000000..d7dd436fc7 --- /dev/null +++ b/manual/xml/other_windows.xml @@ -0,0 +1,236 @@ +<?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> |