From 45d3ec1437cf661533bc7750c623865def4424df Mon Sep 17 00:00:00 2001 From: Paul Davis Date: Wed, 11 Apr 2007 13:07:51 +0000 Subject: merged with 1697 revision of trunk (which is post-rc1 but pre-rc2 git-svn-id: svn://localhost/ardour2/branches/2.1-staging@1698 d708f5d6-7413-0410-9779-e7cbd77b26cf --- manual/Makefile | 80 +- manual/catalog.xml | 17 + manual/config/dbhelper.vim | 14 +- manual/css/ardour_manual.css | 208 +++ manual/images/admon-bg.png | Bin 0 -> 186 bytes manual/images/manual_style.svg | 167 ++ manual/images/mixer_strip_name_button_popup.png | Bin 0 -> 14475 bytes manual/images/tango-icons/COPYING | 67 + .../images/tango-icons/accessories-text-editor.svg | 552 +++++++ manual/images/tango-icons/dialog-information.svg | 1145 +++++++++++++ manual/images/tango-icons/dialog-warning.svg | 359 ++++ manual/images/tango-icons/emblem-important.svg | 163 ++ manual/images/tango-icons/important.png | Bin 0 -> 1746 bytes manual/images/tango-icons/note.png | Bin 0 -> 2242 bytes manual/images/tango-icons/tip.png | Bin 0 -> 2976 bytes manual/images/tango-icons/warning.png | Bin 0 -> 1930 bytes manual/images/title-bg.png | Bin 0 -> 287 bytes manual/images/track_name_field.png | Bin 0 -> 7492 bytes manual/images/watermark-draft.png | Bin 0 -> 9828 bytes manual/templates/chapter_template.xml | 5 +- manual/templates/section_template.xml | 5 +- manual/xml/adding_tracks.xml | 97 +- manual/xml/advanced_editing.xml | 14 +- manual/xml/ardour_basics.xml | 32 +- manual/xml/ardour_manual.xml | 38 +- manual/xml/automation.xml | 413 ++--- manual/xml/basic_editing.xml | 36 +- manual/xml/basic_recording.xml | 481 +++--- manual/xml/bcf2000.xml | 1132 ++++++------- manual/xml/behringer_ddx3216.xml | 219 +-- manual/xml/book_info.xml | 77 +- manual/xml/cleaning_up_a_session.xml | 64 +- manual/xml/clocks.xml | 178 +- manual/xml/closing_a_session.xml | 153 +- manual/xml/configuring_usb_device_access.xml | 77 +- manual/xml/contributing_to_the_manual.xml | 15 + manual/xml/control_surfaces.xml | 25 +- manual/xml/creating_a_new_session.xml | 254 ++- manual/xml/default_track_names.xml | 22 + manual/xml/editing_concepts.xml | 644 ++++---- manual/xml/editor_aligning_key_bindings.xml | 118 +- manual/xml/editor_canvas_key_bindings.xml | 197 +-- .../editor_edit_cursor_position_key_bindings.xml | 235 +-- manual/xml/editor_locations_marks_key_bindings.xml | 103 +- manual/xml/editor_miscellaneous_key_bindings.xml | 79 +- manual/xml/editor_nudging_key_bindings.xml | 122 +- manual/xml/editor_play_position_key_bindings.xml | 212 +-- .../xml/editor_range_operations_key_bindings.xml | 137 +- .../xml/editor_region_operations_key_bindings.xml | 156 +- .../xml/editor_standard_editing_key_bindings.xml | 154 +- manual/xml/editor_window.xml | 132 +- manual/xml/editor_window_controls.xml | 645 ++++---- manual/xml/editor_window_group_list.xml | 30 +- manual/xml/editor_window_key_bindings.xml | 136 +- manual/xml/editor_window_region_list.xml | 266 +-- manual/xml/editor_window_timeline.xml | 191 ++- manual/xml/editor_window_track_list.xml | 104 +- manual/xml/editor_zoom_key_bindings.xml | 101 +- manual/xml/entities.ent | 11 + manual/xml/exporting.xml | 13 +- manual/xml/exporting_to_cd.xml | 342 ++-- manual/xml/formatting_conventions.xml | 266 ++- manual/xml/frontier_design_tranzport.xml | 1007 +++++------ manual/xml/general_key_bindings.xml | 215 +-- manual/xml/generic_midi_control_surface.xml | 8 +- manual/xml/generic_mouse_actions.xml | 124 +- manual/xml/glossary.xml | 543 +++--- manual/xml/introduction.xml | 37 +- manual/xml/jack.xml | 507 +++--- manual/xml/key_bindings.xml | 92 +- manual/xml/known_issues.xml | 156 +- manual/xml/mackie.xml | 249 +++ manual/xml/main_windows.xml | 149 +- manual/xml/midi_configuration.xml | 539 +++--- manual/xml/mixer_strip_list.xml | 151 +- manual/xml/mixer_strips.xml | 1000 +++++------ manual/xml/mixer_window.xml | 142 +- manual/xml/mixer_window_key_bindings.xml | 158 +- manual/xml/mixing.xml | 15 +- manual/xml/monitoring.xml | 373 +++-- manual/xml/mouse_operations.xml | 55 +- manual/xml/mouse_operations_mixer_controls.xml | 353 ++-- manual/xml/mouse_operations_object_mode.xml | 615 +++---- manual/xml/mouse_operations_range_mode.xml | 179 +- manual/xml/mouse_operations_region_gain_mode.xml | 115 +- manual/xml/mouse_operations_ruler.xml | 185 ++- manual/xml/mouse_operations_zoom_mode.xml | 114 +- manual/xml/mouse_wheel_actions.xml | 134 +- manual/xml/opening_a_session.xml | 99 +- manual/xml/other_windows.xml | 458 ++--- manual/xml/plugins.xml | 101 +- manual/xml/preface.xml | 14 +- manual/xml/recording.xml | 16 +- manual/xml/renaming_tracks.xml | 62 +- manual/xml/saving_a_session.xml | 53 +- manual/xml/sessions.xml | 41 +- manual/xml/setting_up_to_record.xml | 442 ++--- manual/xml/snapshots.xml | 46 +- manual/xml/starting_up_your_system.xml | 17 +- manual/xml/synchronization.xml | 15 +- manual/xml/synchronization_concepts.xml | 286 ++-- manual/xml/templates.xml | 80 +- manual/xml/tracks_and_busses.xml | 597 ++++--- manual/xml/transport_key_bindings.xml | 131 +- manual/xml/user_interface_conventions.xml | 338 ++-- manual/xml/using_existing_audio.xml | 832 +++++----- manual/xml/video_synchronization_via_mtc.xml | 193 +-- manual/xml/vst_plugins.xml | 69 +- manual/xml/what_is_different_about_ardour.xml | 218 +-- manual/xml/why_is_it_called_ardour.xml | 405 ++--- manual/xml/working_with_crossfades.xml | 420 ++--- manual/xml/working_with_layers.xml | 275 +-- manual/xml/working_with_playlists.xml | 443 ++--- manual/xml/working_with_ranges.xml | 48 +- manual/xml/working_with_regions.xml | 1244 +++++++------- manual/xmlformat/BUGS | 55 + manual/xmlformat/ChangeLog | 28 + manual/xmlformat/INSTALL | 29 + manual/xmlformat/LICENSE | 93 ++ manual/xmlformat/README | 35 + manual/xmlformat/xmlformat-ardour.conf | 137 ++ manual/xmlformat/xmlformat.pl | 1745 ++++++++++++++++++++ manual/xsl/html.xsl | 158 ++ 123 files changed, 16368 insertions(+), 10573 deletions(-) create mode 100644 manual/catalog.xml create mode 100644 manual/css/ardour_manual.css create mode 100644 manual/images/admon-bg.png create mode 100644 manual/images/manual_style.svg create mode 100644 manual/images/mixer_strip_name_button_popup.png create mode 100644 manual/images/tango-icons/COPYING create mode 100644 manual/images/tango-icons/accessories-text-editor.svg create mode 100644 manual/images/tango-icons/dialog-information.svg create mode 100644 manual/images/tango-icons/dialog-warning.svg create mode 100644 manual/images/tango-icons/emblem-important.svg create mode 100644 manual/images/tango-icons/important.png create mode 100644 manual/images/tango-icons/note.png create mode 100644 manual/images/tango-icons/tip.png create mode 100644 manual/images/tango-icons/warning.png create mode 100644 manual/images/title-bg.png create mode 100644 manual/images/track_name_field.png create mode 100644 manual/images/watermark-draft.png create mode 100644 manual/xml/contributing_to_the_manual.xml create mode 100644 manual/xml/default_track_names.xml create mode 100644 manual/xml/entities.ent create mode 100644 manual/xml/mackie.xml create mode 100644 manual/xmlformat/BUGS create mode 100644 manual/xmlformat/ChangeLog create mode 100644 manual/xmlformat/INSTALL create mode 100644 manual/xmlformat/LICENSE create mode 100644 manual/xmlformat/README create mode 100644 manual/xmlformat/xmlformat-ardour.conf create mode 100755 manual/xmlformat/xmlformat.pl create mode 100644 manual/xsl/html.xsl (limited to 'manual') diff --git a/manual/Makefile b/manual/Makefile index e3bcbadd37..76965262c2 100644 --- a/manual/Makefile +++ b/manual/Makefile @@ -2,37 +2,67 @@ DOCNAME = ardour_manual # Default values, only set if not set in book Makefile -XMLFILE ?= tmp/xml/$(DOCNAME).xml -#XSLFILE ?= tmp/xsl/ardour.xsl -#CSSFILE ?= tmp/$(DOCNAME).css -XMLTO ?= xmlto -XSLTPROC ?= xsltproc -PWD = $(shell pwd) - -xml:: clean - -@mkdir tmp - # copy all the necessary files to the build directory - -@cp -rf xml tmp/xml - -@cp -rf xsl tmp/xsl - -@cp -rf images tmp/images - -.PHONY : xml - -html:: xml - # generate html - LANG=en_US.UTF-8 $(XMLTO) -o tmp/ html $(XMLFILE) -# LANG=en_US.UTF-8 $(XMLTO) -x $(XSLFILE) -o tmp/ html $(XMLFILE) - # copy css file to html directory -# -@cp -f css/$(DOCNAME).css $(CSSFILE) +OUTDIR ?= tmp +XMLFILE ?= xml/$(DOCNAME).xml +XSLFILE ?= xsl/html.xsl +CSSFILE ?= $(DOCNAME).css +XSLTPROC ?= xsltproc +#PWD = $(shell pwd) + +help:: + @echo " The Following is a list of supported build targets:" + @echo + @echo " html:" + @echo " Build HTML version of ardour manual." + @echo + @echo " test:" + @echo " Validate DocBook XML source." + @echo + @echo " format:" + @echo " Format DocBook XML source using xmlformat." + @echo + @echo " clean:" + @echo " Remove temporary files." + @echo + +# xsltproc -output option gives I/O errors because??, so +# just move the html to the output directory +html:: clean + # creating output directory + -@mkdir $(OUTDIR) + # generating html + LANG=en_US.UTF-8 $(XSLTPROC) -xinclude $(XSLFILE) $(XMLFILE) + # copy html files to output directory + -@mv *.html $(OUTDIR) + # copy css file to output directory + -@cp css/$(CSSFILE) $(OUTDIR)/$(CSSFILE) + # copy the image files to the output directory + -@cp -r images $(OUTDIR)/images .PHONY : html -test:: xml +test:: + # validating book xmllint --noout --postvalid --xinclude $(XMLFILE) - + .PHONY : test +format:: test + @for file in `find xml/*.xml`; \ + do xmlformat/xmlformat.pl --in-place --backup .bak \ + --config-file xmlformat/xmlformat-ardour.conf $$file; \ + done + +.PHONY : format + clean:: - @rm -rf tmp + @rm -rf $(OUTDIR) .PHONY : clean + +upload: html + cd tmp && tar cf - . | bzip2 > ../man.tar.bz2 + scp man.tar.bz2 las@ardour.org:ardour.org + +.PHONY : upload + diff --git a/manual/catalog.xml b/manual/catalog.xml new file mode 100644 index 0000000000..b605a109d2 --- /dev/null +++ b/manual/catalog.xml @@ -0,0 +1,17 @@ + + + + + + + + diff --git a/manual/config/dbhelper.vim b/manual/config/dbhelper.vim index 625ca0f211..08f3581a1c 100644 --- a/manual/config/dbhelper.vim +++ b/manual/config/dbhelper.vim @@ -73,11 +73,10 @@ imapsn
s3 kkkk$bla imapch kkkk$bla -" images -" My mediaobject has two imagedata entries - 1 for EPS and 1 for JPG +" media related +imapfig
k$bba imapimg kk$bla -"imapimg -imapmo imgk$hiEPSj$a,imgk$hiJPGj$a +imapoi k$a " other objects imapti bba @@ -85,16 +84,17 @@ imapfo kk$a imapsb imapco bhi imapqt
-imapge kkkkkk$bba +imapge 6k$bla imapgt bb3la +imapgs bba imapl bba " admonitions imapno k$bba imaptp k$bba imapimp k$bba -imapca k$bba -"imapw k$bba +"imapca k$bba +imapw k$bba " computer stuff imapapp bba diff --git a/manual/css/ardour_manual.css b/manual/css/ardour_manual.css new file mode 100644 index 0000000000..95da19334c --- /dev/null +++ b/manual/css/ardour_manual.css @@ -0,0 +1,208 @@ + +body { + background-color: white; + margin:0 auto; + font-family: "Bitstream Vera Sans","Lucida Grande", "Luxi Sans", verdana, "Trebuchet MS", helvetica,verdana,arial,sans-serif; + font-size:9pt; + max-width:55em; + padding:2em; + color:#333; + line-height:150%; +} + +/* Links */ + +/* these colors need work */ + +a:link { + color:#7f83a4; +} + +/* This is too light */ +a:visited { + color:#adabc8; +} + +div.longdesc-link { + color:#999; + float:right; +} + +/* Lists */ + +dt { + font-weight:bold; +} + +dd { + margin:0em; + margin-left:2em; + padding-top:0em; +} + +/* Images */ + +img { + display:block; + margin: 1.5em; +} + + +.screen { + background-color:#d5d1b9; + color:#333; +} + +pre,code { + padding:.3em 1em; + font-size:0.9em; + font-family:"Bitstream vera mono",monospace; +} + +pre { + display:block; + overflow:auto; +} + +code { + white-space:nowrap; + background-color:#bbb; + color:#222; +} + +.command, +.filename, +.literal, +.option { + font-weight:bold; +} + +/* Admonitions */ +div.note, +div.tip, +div.important, +div.caution, +div.warning { + background: #27272b url(images/admon-bg.png) top left repeat; + color:white; + padding:1.0em; + margin-bottom:1.5em; +} + +div.note h2, div.note p, +div.tip h2,div.tip p, +div.caution h2,div.caution p, +div.warning h2,div.warning p, +div.important h2,div.important p { + padding:0em; + margin:0em; + padding-left:46px; +} + +div.note .title, +div.tip .title, +div.important .title, +div.caution .title, +div.warning .title { + background-color:transparent; + background-position:top left; + background-repeat:no-repeat; + height:42px; + font-size:1.3em; + color: white; +} + +div.note h2 { + background-image:url(images/tango-icons/note.png) +} + +div.tip h2 { + background-image:url(images/tango-icons/tip.png) +} + +div.caution h2 { + background-image:url(images/tango-icons/caution.png) +} + +div.warning h2 { + background-image:url(images/tango-icons/warning.png) +} + +div.important h2 { + background-image:url(images/tango-icons/important.png) +} + +/* Tables */ + +table { + width:100%; + border-right:1px solid #aaa; + border-collapse:collapse; + border-top:1px solid #aaa; + border-left:1px solid #aaa; + border-bottom:1px solid #aaa; +} + +table th { + padding:.2em .5em; +} + +table td { + padding:.10em .5em; +} + +table,td,th { + border-color:#777 !important; +} + +/* Headings */ + + +h1,h2,h3,h4,h5,h6 { + /* this color is too purpley */ + color:#565690; + line-height:130%; + margin-top:0em; + font-family:"Luxi Sans","Bitstream Vera Sans","Lucida Grande","Trebuchet MS",helvetica,verdana,arial,sans-serif; + background-color:transparent; + } + +h1 { + background: #555555 url(images/title-bg.png) top left repeat; + line-height:1.6em; + color:#eff3f0; + font-size:2em; + padding:1.5em; +} + +h2 { + font-size:1.6em; +} + +h3 { + font-size:1.1em; + padding-top:1em; +} + +h5.formalpara { + font-size:1em; + margin-top:2em; +} + +/* Status */ + +.ardour-draft { + background: white url(./images/watermark-draft.png) top left repeat; +} + +/* remove table border from navigation...ugh */ + +.navheader table, .navheader table td { + border:0px none; + border-collapse:collapse; +} + +.navfooter table, .navfooter table td { + border:0px none; + border-collapse:collapse; +} diff --git a/manual/images/admon-bg.png b/manual/images/admon-bg.png new file mode 100644 index 0000000000..37406fab53 Binary files /dev/null and b/manual/images/admon-bg.png differ diff --git a/manual/images/manual_style.svg b/manual/images/manual_style.svg new file mode 100644 index 0000000000..86f03add79 --- /dev/null +++ b/manual/images/manual_style.svg @@ -0,0 +1,167 @@ + + + + + + + + + image/svg+xml + + + + + + Ardour Style + Color Palette + Fonts? + + + + + + + + + + + ? + + diff --git a/manual/images/mixer_strip_name_button_popup.png b/manual/images/mixer_strip_name_button_popup.png new file mode 100644 index 0000000000..6092cece90 Binary files /dev/null and b/manual/images/mixer_strip_name_button_popup.png differ diff --git a/manual/images/tango-icons/COPYING b/manual/images/tango-icons/COPYING new file mode 100644 index 0000000000..e709d0c050 --- /dev/null +++ b/manual/images/tango-icons/COPYING @@ -0,0 +1,67 @@ +Creative Commons Attribution-ShareAlike 2.5 License Agreement + +CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE LEGAL SERVICES. DISTRIBUTION OF THIS LICENSE DOES NOT CREATE AN ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES REGARDING THE INFORMATION PROVIDED, AND DISCLAIMS LIABILITY FOR DAMAGES RESULTING FROM ITS USE. + +License + +THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED. + +BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS. + +1. Definitions + + 1. "Collective Work" means a work, such as a periodical issue, anthology or encyclopedia, in which the Work in its entirety in unmodified form, along with a number of other contributions, constituting separate and independent works in themselves, are assembled into a collective whole. A work that constitutes a Collective Work will not be considered a Derivative Work (as defined below) for the purposes of this License. + 2. "Derivative Work" means a work based upon the Work or upon the Work and other pre-existing works, such as a translation, musical arrangement, dramatization, fictionalization, motion picture version, sound recording, art reproduction, abridgment, condensation, or any other form in which the Work may be recast, transformed, or adapted, except that a work that constitutes a Collective Work will not be considered a Derivative Work for the purpose of this License. For the avoidance of doubt, where the Work is a musical composition or sound recording, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered a Derivative Work for the purpose of this License. + 3. "Licensor" means the individual or entity that offers the Work under the terms of this License. + 4. "Original Author" means the individual or entity who created the Work. + 5. "Work" means the copyrightable work of authorship offered under the terms of this License. + 6. "You" means an individual or entity exercising rights under this License who has not previously violated the terms of this License with respect to the Work, or who has received express permission from the Licensor to exercise rights under this License despite a previous violation. + 7. "License Elements" means the following high-level license attributes as selected by Licensor and indicated in the title of this License: Attribution, ShareAlike. + +2. Fair Use Rights. Nothing in this license is intended to reduce, limit, or restrict any rights arising from fair use, first sale or other limitations on the exclusive rights of the copyright owner under copyright law or other applicable laws. + +3. License Grant. Subject to the terms and conditions of this License, Licensor hereby grants You a worldwide, royalty-free, non-exclusive, perpetual (for the duration of the applicable copyright) license to exercise the rights in the Work as stated below: + + 1. to reproduce the Work, to incorporate the Work into one or more Collective Works, and to reproduce the Work as incorporated in the Collective Works; + 2. to create and reproduce Derivative Works; + 3. to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission the Work including as incorporated in Collective Works; + 4. to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission Derivative Works. + 5. + + For the avoidance of doubt, where the work is a musical composition: + 1. Performance Royalties Under Blanket Licenses. Licensor waives the exclusive right to collect, whether individually or via a performance rights society (e.g. ASCAP, BMI, SESAC), royalties for the public performance or public digital performance (e.g. webcast) of the Work. + 2. Mechanical Rights and Statutory Royalties. Licensor waives the exclusive right to collect, whether individually or via a music rights society or designated agent (e.g. Harry Fox Agency), royalties for any phonorecord You create from the Work ("cover version") and distribute, subject to the compulsory license created by 17 USC Section 115 of the US Copyright Act (or the equivalent in other jurisdictions). + 6. Webcasting Rights and Statutory Royalties. For the avoidance of doubt, where the Work is a sound recording, Licensor waives the exclusive right to collect, whether individually or via a performance-rights society (e.g. SoundExchange), royalties for the public digital performance (e.g. webcast) of the Work, subject to the compulsory license created by 17 USC Section 114 of the US Copyright Act (or the equivalent in other jurisdictions). + +The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. All rights not expressly granted by Licensor are hereby reserved. + +4. Restrictions.The license granted in Section 3 above is expressly made subject to and limited by the following restrictions: + + 1. You may distribute, publicly display, publicly perform, or publicly digitally perform the Work only under the terms of this License, and You must include a copy of, or the Uniform Resource Identifier for, this License with every copy or phonorecord of the Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Work that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder. You may not sublicense the Work. You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Work itself to be made subject to the terms of this License. If You create a Collective Work, upon notice from any Licensor You must, to the extent practicable, remove from the Collective Work any credit as required by clause 4(c), as requested. If You create a Derivative Work, upon notice from any Licensor You must, to the extent practicable, remove from the Derivative Work any credit as required by clause 4(c), as requested. + 2. You may distribute, publicly display, publicly perform, or publicly digitally perform a Derivative Work only under the terms of this License, a later version of this License with the same License Elements as this License, or a Creative Commons iCommons license that contains the same License Elements as this License (e.g. Attribution-ShareAlike 2.5 Japan). You must include a copy of, or the Uniform Resource Identifier for, this License or other license specified in the previous sentence with every copy or phonorecord of each Derivative Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Derivative Works that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder, and You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Derivative Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Derivative Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Derivative Work itself to be made subject to the terms of this License. + 3. If you distribute, publicly display, publicly perform, or publicly digitally perform the Work or any Derivative Works or Collective Works, You must keep intact all copyright notices for the Work and provide, reasonable to the medium or means You are utilizing: (i) the name of the Original Author (or pseudonym, if applicable) if supplied, and/or (ii) if the Original Author and/or Licensor designate another party or parties (e.g. a sponsor institute, publishing entity, journal) for attribution in Licensor's copyright notice, terms of service or by other reasonable means, the name of such party or parties; the title of the Work if supplied; to the extent reasonably practicable, the Uniform Resource Identifier, if any, that Licensor specifies to be associated with the Work, unless such URI does not refer to the copyright notice or licensing information for the Work; and in the case of a Derivative Work, a credit identifying the use of the Work in the Derivative Work (e.g., "French translation of the Work by Original Author," or "Screenplay based on original Work by Original Author"). Such credit may be implemented in any reasonable manner; provided, however, that in the case of a Derivative Work or Collective Work, at a minimum such credit will appear where any other comparable authorship credit appears and in a manner at least as prominent as such other comparable authorship credit. + +5. Representations, Warranties and Disclaimer + +UNLESS OTHERWISE AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE MATERIALS, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU. + +6. Limitation on Liability. EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + +7. Termination + + 1. This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Derivative Works or Collective Works from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License. + 2. Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above. + +8. Miscellaneous + + 1. Each time You distribute or publicly digitally perform the Work or a Collective Work, the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License. + 2. Each time You distribute or publicly digitally perform a Derivative Work, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License. + 3. If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable. + 4. No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent. + 5. This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You. + +Creative Commons is not a party to this License, and makes no warranty whatsoever in connection with the Work. Creative Commons will not be liable to You or any party on any legal theory for any damages whatsoever, including without limitation any general, special, incidental or consequential damages arising in connection to this license. Notwithstanding the foregoing two (2) sentences, if Creative Commons has expressly identified itself as the Licensor hereunder, it shall have all rights and obligations of Licensor. + +Except for the limited purpose of indicating to the public that the Work is licensed under the CCPL, neither party will use the trademark "Creative Commons" or any related trademark or logo of Creative Commons without the prior written consent of Creative Commons. Any permitted use will be in compliance with Creative Commons' then-current trademark usage guidelines, as may be published on its website or otherwise made available upon request from time to time. + +Creative Commons may be contacted at http://creativecommons.org/. diff --git a/manual/images/tango-icons/accessories-text-editor.svg b/manual/images/tango-icons/accessories-text-editor.svg new file mode 100644 index 0000000000..aa7188eb2d --- /dev/null +++ b/manual/images/tango-icons/accessories-text-editor.svg @@ -0,0 +1,552 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + image/svg+xml + + + + Jakub Steiner + + + http://jimmac.musichall.cz + + Text Editor + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/manual/images/tango-icons/dialog-information.svg b/manual/images/tango-icons/dialog-information.svg new file mode 100644 index 0000000000..1e957ccc3a --- /dev/null +++ b/manual/images/tango-icons/dialog-information.svg @@ -0,0 +1,1145 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + image/svg+xml + + Info + + + Jakub Steiner + + + + + dialog + info + + + http://jimmac.musichall.cz + + + + Garrett LeSage + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/manual/images/tango-icons/dialog-warning.svg b/manual/images/tango-icons/dialog-warning.svg new file mode 100644 index 0000000000..51f7ff34ab --- /dev/null +++ b/manual/images/tango-icons/dialog-warning.svg @@ -0,0 +1,359 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + image/svg+xml + + Dialog Warning + 2005-10-14 + + + Andreas Nilsson + + + + + Jakub Steiner, Garrett LeSage + + + + + dialog + warning + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/manual/images/tango-icons/emblem-important.svg b/manual/images/tango-icons/emblem-important.svg new file mode 100644 index 0000000000..835d6fcc96 --- /dev/null +++ b/manual/images/tango-icons/emblem-important.svg @@ -0,0 +1,163 @@ + + + + + + + + + + + + + + + image/svg+xml + + + Emblem Important + + + Jakub Steiner + + + + + emblem + photos + pictures + raw + jpeg + + + + + + + + + + + + + + + + + + + + + + diff --git a/manual/images/tango-icons/important.png b/manual/images/tango-icons/important.png new file mode 100644 index 0000000000..6bdddcbe35 Binary files /dev/null and b/manual/images/tango-icons/important.png differ diff --git a/manual/images/tango-icons/note.png b/manual/images/tango-icons/note.png new file mode 100644 index 0000000000..45c3643877 Binary files /dev/null and b/manual/images/tango-icons/note.png differ diff --git a/manual/images/tango-icons/tip.png b/manual/images/tango-icons/tip.png new file mode 100644 index 0000000000..98d249a3be Binary files /dev/null and b/manual/images/tango-icons/tip.png differ diff --git a/manual/images/tango-icons/warning.png b/manual/images/tango-icons/warning.png new file mode 100644 index 0000000000..cee66db38a Binary files /dev/null and b/manual/images/tango-icons/warning.png differ diff --git a/manual/images/title-bg.png b/manual/images/title-bg.png new file mode 100644 index 0000000000..00fc7ed920 Binary files /dev/null and b/manual/images/title-bg.png differ diff --git a/manual/images/track_name_field.png b/manual/images/track_name_field.png new file mode 100644 index 0000000000..8cf02b9941 Binary files /dev/null and b/manual/images/track_name_field.png differ diff --git a/manual/images/watermark-draft.png b/manual/images/watermark-draft.png new file mode 100644 index 0000000000..b4fffd2bad Binary files /dev/null and b/manual/images/watermark-draft.png differ diff --git a/manual/templates/chapter_template.xml b/manual/templates/chapter_template.xml index fa044b04bc..ea286543c3 100644 --- a/manual/templates/chapter_template.xml +++ b/manual/templates/chapter_template.xml @@ -1,5 +1,8 @@ - +%BOOK_ENTITIES; ]> diff --git a/manual/templates/section_template.xml b/manual/templates/section_template.xml index 7c21873bf0..e5cb7ae34d 100644 --- a/manual/templates/section_template.xml +++ b/manual/templates/section_template.xml @@ -1,5 +1,8 @@ - +%BOOK_ENTITIES; ]> diff --git a/manual/xml/adding_tracks.xml b/manual/xml/adding_tracks.xml index 8375f392de..6c89e03628 100644 --- a/manual/xml/adding_tracks.xml +++ b/manual/xml/adding_tracks.xml @@ -1,53 +1,66 @@ +
+ Adding Tracks + + To add a new Track or Bus activate the New Track Dialog + + + + + + Choose Session Add + Track/Bus + + + + + + + + + + + Choose whether you wish to add a new Track or a new Bus. + + + + + + Enter the number of new tracks/busses you want to add. + + - Adding Tracks - - - To add a new Track or Bus activate the New Track Dialog - - - - - - - Session - Add Track/Bus - - - - - - - - - - - - - In the Add Tracks dialog, choose whether you wish to add a new Track or a new Bus. - - - - - - Enter the number of new tracks/busses you want to add. - - - - - - Choose the I/O configuration of the tracks/busses you are adding using - the clickbox. - - - -
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 @@ ]> - Advanced Editing - - This section of the manual covers various editing techniques that go beyond - basic cutting/trimming/rearranging of regions in a playlist. - - Advanced Editing + + This section of the manual covers various editing techniques that go + beyond basic cutting/trimming/rearranging of regions in a playlist. + + - 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 @@ + - - Ardour Basics - - Ardour Basics + - - - - - - - - - - - - - - - - - diff --git a/manual/xml/ardour_manual.xml b/manual/xml/ardour_manual.xml index 820e0fe18b..abbed68e2d 100644 --- a/manual/xml/ardour_manual.xml +++ b/manual/xml/ardour_manual.xml @@ -1,4 +1,5 @@ + @@ -6,49 +7,50 @@ ]> - - - - - - - - - - - - - - - - - - + + 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 @@ ]>
- Automation - - This chapter will explain how to use Ardour's automation facilities to make - editing and mixing your sessions more productive. - - -
- What is automation? - - 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. - -
- -
- What can be automated? - - 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. - -
- -
- Automation Modes - - 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: - - - - - - Off - - - No changes to the parameter are recorded, and any existing automation - for the parameter is ignored. This is the default. - - - - - - Play - - - Existing automation data controls the value of the parameter, and - graphical/hardware editing of the value is disabled. - - - - - - Write - - - All changes to the parameter are recorded as new automation data, - overwriting any existing data for that point in time. - - - - - - Touch - - - 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. - - - - -
- -
- Basic Automation Recording -
- Gain and Pan - - 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 Record . 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. - -
- -
- Plugin Parameters - - 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: - - - - - - open the plugin's editor window, and click on the appropriate automation - control button. From the menu that pops up, choose - Record - - - - - 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 - Record . - - - - - - To record edits to the parameter, click on the appropriate - arec button. As long as the button stays pressed, - all edits to that parameter will be recorded. - -
-
- -
- Basic Automation Playback -
- Gain and Pan - - 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 - Play. As long as the automation state remains in - Play, you can no longer control the gain and/or panning from the - graphical user interface or an external hardware control surface. - -
- -
- Plugin Parameters - - 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: - - - - - - open the plugin's editor window, and click on the appropriate automation - control button, and choose Play from the menu - that pops up. - - - - - 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 Play - from the menu that pops up. - - - - - - 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. - - - - 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. - -
-
- -
- Editing Automation Data - - 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. - -
+ Automation + + This chapter will explain how to use Ardour's automation facilities to + make editing and mixing your sessions more productive. + + +
+ What is automation? + + 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. + +
+ +
+ What can be automated? + + 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. + +
+ +
+ Automation Modes + + 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: + + + + + + Off + + + No changes to the parameter are recorded, and any existing + automation for the parameter is ignored. This is the default. + + + + + + Play + + + Existing automation data controls the value of the parameter, + and graphical/hardware editing of the value is disabled. + + + + + + Write + + + All changes to the parameter are recorded as new automation + data, overwriting any existing data for that point in time. + + + + + + Touch + + + 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. + + + + +
+ +
+ Basic Automation Recording +
+ Gain and Pan + + 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 + Record . 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. + +
+ +
+ Plugin Parameters + + 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: + + + + + + open the plugin's editor window, and click on the appropriate + automation control button. From the menu that pops up, choose + Record + + + + + + 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 Record . + + + + + + To record edits to the parameter, click on the appropriate + arec button. As long as the button stays + pressed, all edits to that parameter will be recorded. + +
+
+ +
+ Basic Automation Playback +
+ Gain and Pan + + 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 + Play. As long as the automation state + remains in Play, you can no longer + control the gain and/or panning from the graphical user interface or + an external hardware control surface. + +
+ +
+ Plugin Parameters + + 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: + + + + + + open the plugin's editor window, and click on the appropriate + automation control button, and choose + Play from the menu that pops up. + + + + + + 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 + Play from the menu that pops up. + + + + + + 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. + + + + 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. + +
+
+ +
+ Editing Automation Data + + 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. + +
- Basic Recording - - 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. - + Basic Recording + + 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. + - - 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. - + + 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. + - - For this reason, you are strongly recommended to spend a few minutes - understanding , because otherwise you're - going to get very confused and possibly irritated. - + + For this reason, you are strongly recommended to spend a few minutes + understanding , because otherwise you're + going to get very confused and possibly irritated. + -
- Recording a single audio track - - 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. - -
+
+ Recording a single audio track + + 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. + +
-
- Setting up a new track for recording - - - - Choose Session Add - Track/Bus . 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. - - - - - Make the editor's dedicated mixer strip visible by clicking on the - Editor Mixer button located at the left end of the - transport bar. - - - In Ardour2, there is no Editor Mixer button, but - you can make the mixer strip visible by selecting - View Show Editor Mixer - , or by pressing - ShiftE on the - keyboard. - - - - - -
- Selecting the source to record - - - - 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 - Input button near the top of the strip, and - select Edit 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. - - - - - 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. - - - - - Click on the track's record-enable button to record enable the track. - You can use the r button in the track control - area or the record button of the mixer strip. The - button will turn pink. - - - - - 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 - - - - - If you are using software monitoring, adjust the output volume and - possibly panning if desired. These settings do not affect the recorded - material. - - - - - Check the output configuration for the new track. Click on the - Output button near the bottom of the strip, and - select Edit from the menu. Make sure the - track's output is connected as you intend. - +
+ Setting up a new track for recording + + + + Choose Session Add + Track/Bus . 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. + + + + + Make the editor's dedicated mixer strip visible by clicking on the + Editor Mixer button located at the left end + of the transport bar. + + + In Ardour2, there is no Editor Mixer + button, but you can make the mixer strip visible by selecting + View Show Editor + Mixer , or by pressing + ShiftE + on the keyboard. + + + + + +
+ Selecting the source to record + + + + 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 Input button near the + top of the strip, and select Edit + 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. + + + + + 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. + + + + + Click on the track's record-enable button to record enable the + track. You can use the r button in the + track control area or the record button + of the mixer strip. The button will turn pink. + + + + + 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 + + + + + If you are using software monitoring, adjust the output volume + and possibly panning if desired. These settings do not affect + the recorded material. + + + + + Check the output configuration for the new track. Click on the + Output button near the bottom of the strip, + and select Edit from the menu. Make sure + the track's output is connected as you intend. + - - - by default (and when not using a session template that works otherwise) - mono tracks have mono outputs, meaning that you cannot pan them. - - -
-
+ + + by default (and when not using a session template that works + otherwise) mono tracks have mono outputs, meaning that you cannot + pan them. + + +
+
-
- To record to the new audio track - - - - If necessary, setup the session's default meter and tempo by on the - initial meter and tempo markers. - - - - - If desired, enable the click track in the transport bar. - - - - - Click on the Record button of the transport - window, which will start to flash. - - - - - When you are ready to record, click the Play - button in the transport window. - - - - - When you have finished recording, click the Stop - button in the transport window. - - - - - If desired, click the track's record-enable button to disengage - record-enable for this track. - - - - - 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. - -
+
+ To record to the new audio track + + + + If necessary, setup the session's default meter and tempo by on + the initial meter and tempo markers. + + + + + If desired, enable the click track in the transport bar. + + + + + Click on the Record button of the + transport window, which will start to flash. + + + + + When you are ready to record, click the + Play button in the transport window. + + + + + When you have finished recording, click the + Stop button in the transport window. + + + + + If desired, click the track's record-enable button to disengage + record-enable for this track. + + + + + 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. + +
-
- To play back the new audio track - - - - Press the Home key (or - CtrlA) to return - the playhead to the start of the track - - - - - In the transport bar click on the Play button, or - press the spacebar. - - - - - Adjust the track's volume as necessary, using either the mixer strip in - the editor, or the corresponding strip in the mixer window. - - - -
+
+ To play back the new audio track + + + + Press the Home key (or + CtrlA) to + return the playhead to the start of the track + + + + + In the transport bar click on the Play + button, or press the spacebar. + + + + + Adjust the track's volume as necessary, using either the mixer + strip in the editor, or the corresponding strip in the mixer + window. + + + +
-
- Cancelling a take - -
+
+ Cancelling a take + +
-
- Recording multiple tracks - - Multiple tracks can easily be recorded simultaneously by record-enabling - each track you would like to record. - -
+
+ Recording multiple tracks + + Multiple tracks can easily be recorded simultaneously by + record-enabling each track you would like to record. + +
-
- Recording additional takes - -
+
+ Recording additional takes + +
-
- Appending new material - -
+
+ Appending new material + +
-
- Recording into a new playlist - - There is a p button in the track controls. If you - press it and select new playlist, 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 - select.... 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. - -
+
+ Recording into a new playlist + + There is a p button in the track controls. If + you press it and select new playlist, 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 select.... 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. + +
-
- Punch Recording - - 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. - -
+
+ Punch Recording + + 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. + +
-
- Loop Recording - -
+
+ Loop Recording + +
-
- Setting Punch/Loop Points - -
+
+ Setting Punch/Loop Points + +
-
- Using Pre- and Post-Roll - -
+
+ Using Pre- and Post-Roll + +
- - - + +%BOOK_ENTITIES; ]> - - Ardour Manual - 1.0 - 2.0 - - - 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. - - - - + + Ardour Manual + 1.0 + 2.0 + + + This is the manual for &ARDOUR_NAME;, a digital audio workstation for + Linux and MacOSX. This manual is jointly created and edited by the + &ARDOUR_NAME; community. It may be published in paper format at some + time in the future. + + + N/A - - - - - - - - - - - - - - - - - - - 2007 - Ardour Foundation - - + + + + + + + + + + + + + + + + &YEAR; + ©RIGHT_HOLDER; + - - 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 @@ +
+ Cleaning up a Session + + placeholder text: needs editing and references to menu items + + + + 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. + - Cleaning up a Session - - - placeholder text: needs editing and references to menu items - - - 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. - - - - It is advisable, even firmly recommended 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 dead_sounds directory (at which point, - the material is not recoverable without backups on your part). - - - - 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. - + + It is advisable, even firmly recommended 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 dead_sounds + directory (at which point, the material is not recoverable without + backups on your part). + - -
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 @@ ]>
- Clocks - - There are several clock displays in the user interface for Ardour: - - - - - - Primary transport clock - - - - - Secondary transport clock - - - - - Nudge clock - - - - - Region position and length clocks - - - - - SMPTE offset clock - - - - - - and more. All of these clocks provide the same operations and can be used in - the same way. - - -
- Clock Operations -
- Changing Clock Mode - - All clocks can be used in any one of 5 modes: - - - - - - SMPTE time - - - - - BBT time - - - - - Audio frames - - - - - Minutes:Seconds - - - - - Off - - - - - - To change clock modes, simply ContextClick on the clock, and select the - desired mode from the popup menu. - -
- -
- Editing Clock Values - -
-
+ Clocks + + There are several clock displays in the user interface for Ardour: + + + + + + Primary transport clock + + + + + + Secondary transport clock + + + + + + Nudge clock + + + + + + Region position and length clocks + + + + + + SMPTE offset clock + + + + + + and more. All of these clocks provide the same operations and can be + used in the same way. + + +
+ Clock Operations +
+ Changing Clock Mode + + All clocks can be used in any one of 5 modes: + + + + + + SMPTE time + + + + + + BBT time + + + + + + Audio frames + + + + + + Minutes:Seconds + + + + + + Off + + + + + + To change clock modes, simply ContextClick on the clock, and select + the desired mode from the popup menu. + +
+ +
+ Editing Clock Values + +
+
-
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 @@ ]>
- Configuring USB device access (Linux only) - - 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. - + Configuring USB device access (Linux only) + + 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. + - - 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. - + + 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. + -
- Configuring Access to a Frontier Design Tranzport - - Using the Tranzport on Linux requires a couple of extra steps to enable - non-administrative users to access the device. - +
+ Configuring Access to a Frontier Design Tranzport + + Using the Tranzport on Linux requires a couple of extra steps to + enable non-administrative users to access the device. + - - First, you need to login as the administrative user ("root"). Then put the - following into a new file called /etc/hotplug/usb/tranzport - + + First, you need to login as the administrative user ("root"). Then put + the following into a new file called + /etc/hotplug/usb/tranzport + #!/bin/sh @@ -41,26 +42,26 @@ if [ $ACTION = "add" ] && [ -f $DEVICE ] ; then fi exit 0 - - Then make sure that the file is executable by running - + + Then make sure that the file is executable by running + chmod +x /etc/hotplug/usb/tranzport - - Second, edit the file /etc/hotplug/usb.usermap 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): - + + Second, edit the file /etc/hotplug/usb.usermap 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): + # Frontier Design Tranzport tranzport 0x0000 0x165b 0x8101 0x0000 0x0000 0x00 0x00 0x00 0x00 0x00 0x00 0x00000000 - - After doing these steps, the next time you plugin your Tranzport it will be - accessible to you as a regular user. - -
+ + After doing these steps, the next time you plugin your Tranzport it + will be accessible to you as a regular user. + +
+ diff --git a/manual/xml/control_surfaces.xml b/manual/xml/control_surfaces.xml index 9c6b29093b..fea5a7a97a 100644 --- a/manual/xml/control_surfaces.xml +++ b/manual/xml/control_surfaces.xml @@ -5,20 +5,23 @@ ]> - Using Control Surfaces - - 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. - - Using Control Surfaces + + 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. + + - - - - + 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 @@ +
+ Creating a new Session + + 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 sounds which + contains all the audio recorded or imported for the session and + automation which contains automation data for + various parts of the session. + - Creating a new Session - - - 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 - sounds which contains all the audio recorded or - imported for the session and automation which - contains automation data for various parts of the session. - - - - 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 - - Session - New Session - . - - - - - - - - - - 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. - - - - 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. - - - - - - - + + 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 + Session New Session + . + + + + + + + + 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. + -
+ + 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. + + + + + + +
+ Input and Output Configuration + + 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: + - Input and Output Configuration - - - 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: - + + + + a stereo master bus with its outputs connected to the first two + outputs of your audio interface + + - + + + all new track will have their outputs sent to the master bus + + - - - a stereo master bus with its outputs connected to the first two outputs of - your audio interface - - - - - all new track will have their outputs sent to the master bus - - - - - all new track inputs will be connected to Ardour’s best guess at the relevant - input of your audio interface. - - + + + all new track inputs will be connected to Ardour’s best guess at + the relevant input of your audio interface. + + + - - - - However, if you want more control over this, click on the expander next to - Advanced options label to show the full set of options: - - - - - - - + + However, if you want more control over this, click on the expander + next to Advanced options label to show the full + set of options: + + + + + + + + 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. + - - 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. - + + 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. + - - 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. - - -
- Master Outputs - - 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. - -
+
+ Master Outputs + + 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. + +
-
- Control Outputs - - 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). - -
-
+
+ Control Outputs + + 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). + +
+
diff --git a/manual/xml/default_track_names.xml b/manual/xml/default_track_names.xml new file mode 100644 index 0000000000..e16d152e4b --- /dev/null +++ b/manual/xml/default_track_names.xml @@ -0,0 +1,22 @@ + + + + +
+ Default Track Names + + 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 Audio 1 and the first + bus will be called Bus 1 and any subsequently added + tracks will be consecutively numbered. + + + + 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 + + +
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 @@ ]>
- Editing Concepts - - In Ardour, "editing" describes the process of - - - - - - making modifications to playlists. Recall that - playlists are nothing more - than lists of regions arranged - over time. - - - - - recording/modifying automation data - - - - -
- Cut/Copy/Paste - -
- -
- Snap Settings - - By default, when you move objects around, they move freely. There - is 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. - - - - 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. - - - - 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 - single timepoint (if you choose "Edit cursor", for - example). - - - - Possible Snap Settings - - None - - - no alignment used at all - - - - - - CD Frames - - - align to 1/75th of a second intervals, as defined by the "Redbook" Audio - CD standards - - - - - - SMPTE Frames - - - align to whatever the current SMPTE frame interval is (defined in the - options editor) - - - - - - SMPTE Seconds - - - align to whole seconds, adjusted to account for any SMPTE start offset - - - - - - SMPTE Minutes - - - align to whole minutes, adjust to account for any SMPTE start offset - - - - - - Seconds - - - align to whole seconds - - - - - - Minutes - - - align to whole minutes - - - - - - Beats/32 - - - align to 1/32 divisions of the beat - - - - - - Beats/16 - - - align to 1/16 divisions of the beat - - - - - - Beats/8 - - - align to 1/8 divisions of the beat - - - - - - Beats/4 - - - align to 1/4 divisions of the beat - - - - - - Beats/3 - - - align to 1/3 divisions of the beat - - - - - - Beats - - - align to beats - - - - - - Bars - - - align to the start of bars - - - - - - Marks - - - align to the nearest mark of some kind - - - - - - Edit Cursor - - - align to the current position of the edit cursor - - - - - - Region starts - - - align to the nearest start of a region in the (first) selected track - - - - - - Region ends - - - align to the nearest end of a region in the (first) selected track - - - - - - Region syncs - - - align to the nearest region sync point in the (first) selected track - - - - - - Region bounds - - - align to the nearest region start or end in the (first) selected track - - - - - -
- To change snap settings - - 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. - - - - - Changing snap settings has no effect on the position - of any existing region. Its effect is only on objects being moved. - - - - - The snap setting also affects moving the playhead, the edit cursor, - loop/punch and location markers, and dragging/moving range selections. - - -
- -
- Snap Mode - - There are two subtly different ways in which the snap setting can affect - region motion: - - - - - - normal snap mode - - - regions can only be moved to positions defined by the snap setting. It - is not possible to move them to intermediate positions. - - - - - - magnetic snap mode - - - 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. - - - - - - - However, you can press the snap modifier key while - dragging, and the snap setting will be ignored. By default, this is the - key on your keyboard that generates Mod3 , but you - can modify this from the Options Editor keyboard tab. - -
- -
- To change snap mode - - 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. - -
-
+ Editing Concepts + + In Ardour, "editing" describes the process of + + + + + + making modifications to playlists. Recall that + playlists are nothing + more than lists of + regions arranged over + time. + + + + + + recording/modifying automation data + + + + +
+ Cut/Copy/Paste + +
+ +
+ Snap Settings + + By default, when you move objects around, they move freely. There + is 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. + + + + 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. + + + + 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 single timepoint (if you choose + "Edit cursor", for example). + + + + Possible Snap Settings + + None + + + no alignment used at all + + + + + + CD Frames + + + align to 1/75th of a second intervals, as defined by the + "Redbook" Audio CD standards + + + + + + SMPTE Frames + + + align to whatever the current SMPTE frame interval is (defined + in the options editor) + + + + + + SMPTE Seconds + + + align to whole seconds, adjusted to account for any SMPTE start + offset + + + + + + SMPTE Minutes + + + align to whole minutes, adjust to account for any SMPTE start + offset + + + + + + Seconds + + + align to whole seconds + + + + + + Minutes + + + align to whole minutes + + + + + + Beats/32 + + + align to 1/32 divisions of the beat + + + + + + Beats/16 + + + align to 1/16 divisions of the beat + + + + + + Beats/8 + + + align to 1/8 divisions of the beat + + + + + + Beats/4 + + + align to 1/4 divisions of the beat + + + + + + Beats/3 + + + align to 1/3 divisions of the beat + + + + + + Beats + + + align to beats + + + + + + Bars + + + align to the start of bars + + + + + + Marks + + + align to the nearest mark of some kind + + + + + + Edit Cursor + + + align to the current position of the edit cursor + + + + + + Region starts + + + align to the nearest start of a region in the (first) selected + track + + + + + + Region ends + + + align to the nearest end of a region in the (first) selected + track + + + + + + Region syncs + + + align to the nearest region sync point in the (first) selected + track + + + + + + Region bounds + + + align to the nearest region start or end in the (first) selected + track + + + + + +
+ To change snap settings + + 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. + + + + + Changing snap settings has no effect on the + position of any existing region. Its effect is only on objects + being moved. + + + + + The snap setting also affects moving the playhead, the edit + cursor, loop/punch and location markers, and dragging/moving range + selections. + + +
+ +
+ Snap Mode + + There are two subtly different ways in which the snap setting can + affect region motion: + + + + + + normal snap mode + + + regions can only be moved to positions defined by the snap + setting. It is not possible to move them to intermediate + positions. + + + + + + magnetic snap mode + + + 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. + + + + + + + However, you can press the snap modifier key + while dragging, and the snap setting will be ignored. By default, + this is the key on your keyboard that generates + Mod3 , but you can modify this from the + Options Editor keyboard tab. + +
+ +
+ To change snap mode + + 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. + +
+
-
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 @@ +
+ Moving the Edit Cursor + + Edit Cursor Position Key Bindings + + + + + + + Key Binding + + + + Action + + + + + + + e + + + + position edit cursor at mouse pointer + + + + + + AltReturn + + + + + move edit cursor to playhead + + + + + + [ + + + + move edit cursor to earlier region start + + + + + + Ctrl[ + + + + move edit cursor to earlier region end + + + + + + ] + + + + move edit cursor to next region start + + - Moving the Edit Cursor - -
- Edit Cursor Position Key Bindings - - - - - - - Key Binding - - - Action - - - - - - - e - - - - position edit cursor at mouse pointer - - - - - AltReturn - - - - move edit cursor to playhead - - - - - [ - - - - move edit cursor to earlier region start - - - - - Ctrl[ - - - - move edit cursor to earlier region end - - - - - ] - - - - move edit cursor to next region start - - - - - Ctrl] - - - - move edit cursor to next region end - - - - - ””’ - - - - move edit cursor to next region sync - - - - - ; - - - - moved edit cursor to previous region sync - - - - - F1 - - - - move edit cursor to start of range selection (if defined) - - - - - F2 - - - move edit cursor to end of range selection (if defined) - - - - -
- - -
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 @@ +
+ Locations and Marks + + Locations and Marks Key Bindings + + + + + + + Key Binding + + + + Action + + + + + + + Enter (keypad) + + + + create a new marker at the playhead location + + + + + + Keypad > + - Locations and Marks - -
- Locations and Marks Key Bindings - - - - - - - Key Binding - - - Action - - - - - - - Enter - - (keypad) - - - create a new marker at the playhead location - - - - - Keypad > - - - - move playhead to next marker - - - - - Keypad < - - - - move playhead to previous marker - - - - -
- - -
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 @@ +
+ Miscellaneous + + Miscellaneous Key Bindings + + + + + + + Key Binding + + + + Action + + + + + + + l + - Miscellaneous + + toggle auto loop + + -
- Miscellaneous Key Bindings - - - - - - - Key Binding - - - Action - - - - - - - l - - - - toggle auto loop - - - - - f - - - - toggle follow playhead - - - - -
+ + + f + - -
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 @@ +
+ Nudging Key Bindings + + Nudging Key Bindings + + + + + + + Key Binding + + + + Action + + + + + + + + (keypad) + + + + nudge forward + + + + + + Ctrl+ + (keypad) + - Nudging Key Bindings + + nudge next forward + + -
- Nudging Key Bindings - - - - - - - Key Binding - - - Action - - - - - - - + - - (keypad) - - - nudge forward - - - - - Ctrl+ - - (keypad) - - - nudge next forward - - - - - - - - (keypad) - - - nudge backward - - - - - Ctrl- - - - - nudge next backward - - - - -
- -
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 @@ ]>
- Moving the Playhead - - Play Position Key Bindings - - - - - - - Key Binding - - - Action - - - - - - - p - - - - position playhead at mouse pointer - - - - - Return - - - - move playhead to edit cursor - - - - - Tab - - - - move playhead to later region start - - - - - CtrlTab - - - - move playhead to later region end - - - - - ` - - - - move playhead to earlier region start - - - - - Ctrl` - - - - move playhead to next mark - - - - - | - - (keypad) - - - move playhead to previous mark - - - - - Ctrll - - - - center screen around playhead - - - - - Ctrlg - - - - goto - - - - -
+ Moving the Playhead + + Play Position Key Bindings + + + + + + + Key Binding + + + + Action + + + + + + + p + + + + position playhead at mouse pointer + + + + + + Return + + + + move playhead to edit cursor + + + + + + Tab + + + + move playhead to later region start + + + + + + CtrlTab + + + + move playhead to later region end + + + + + + ` + + + + move playhead to earlier region start + + + + + + Ctrl` + + + + move playhead to next mark + + + + + + | (keypad) + + + + move playhead to previous mark + + + + + + Ctrll + + + + center screen around playhead + + + + + + Ctrlg + + + + goto + + + + +
-
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 @@ +
+ Region Operations Key Bindings + + Region Operation Key Bindings + + + + + + + Key Binding + + + + Action + + + + + + + s + + + + split region(s) at mouse + + + + + + Alts + + + + split region(s) at edit cursor + + + + + + Insert + - Region Operations Key Bindings + + insert selected region (from region list) + + -
- Region Operation Key Bindings - - - - - - - Key Binding - - - Action - - - - - - - s - - - - split region(s) at mouse - - - - - Alts - - - - split region(s) at edit cursor - - - - - Insert - - - - insert selected region (from region list) - - - - - Metad - - - - duplicate region - - - - - Altr - - - - reverse region - - - - - Altn - - - - normalize region - - - - -
- -
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 @@ ]>
- Standard Editing - - Editor Standard Editing Key Bindings - - - - - - - Key Binding - - - Action - - - - - - - Ctrlz - - - - undo - - - - - Ctrlr - - - - redo - - - - - Ctrlx - - - - cut - - - - - Delete - - - - cut - - - - - Ctrlc - - - - copy - - - - - Ctrlv - - - - paste - - - - -
+ Standard Editing + + Editor Standard Editing Key Bindings + + + + + + + Key Binding + + + + Action + + + + + + + Ctrlz + + + + undo + + + + + + Ctrlr + + + + redo + + + + + + Ctrlx + + + + cut + + + + + + Delete + + + + cut + + + + + + Ctrlc + + + + copy + + + + + + Ctrlv + + + + paste + + + + +
-
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 @@ ]>
- Region List - - 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). - - -
- Organization of the region list - - 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. - - - - 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. - - - - 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. - -
- -
- Region list operations - - Click on the box to the left of the name of part of the tree to hide/show - that part of the subtree. - - - - Click the name of a region and then drag it to the track display area to - insert a region into a track. - - - - Click on the title bar of the region list to display a menu allowing you to - - Region List Context Menu - - - - - - - Menu Item - - - Description - - - - - - - Find - - - - - Show/Hide All - - - - fully expand or collapse the region list - - - - - - Sort - - - - - Display Automatic Regions normally, - - - 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. - - - - - Import audio files - - - - copy (and if necessary convert) audio files into the session. See - Importing for more details. - - - - - - Embed audio file - - - - embed external audio files into the session. No new files are created, - and no format conversion is done. See [[editing:Embedding]] for more - details. - - - - - -
-
+ Region List + + 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). + + +
+ Organization of the region list + + 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. + + + + 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. + + + + 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. + +
+ +
+ Region list operations + + Click on the box to the left of the name of part of the tree to + hide/show that part of the subtree. + + + + Click the name of a region and then drag it to the track display area + to insert a region into a track. + + + + Click on the title bar of the region list to display a menu allowing + you to + + + + Region List Context Menu + + + + + + + Menu Item + + + + Description + + + + + + + Find + + + + + + Show/Hide All + + + + + fully expand or collapse the region list + + + + + + + Sort + + + + + + Display Automatic Regions normally, + + + + 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. + + + + + + Import audio files + + + + + copy (and if necessary convert) audio files into the + session. See Importing for more details. + + + + + + + Embed audio file + + + + + embed external audio files into the session. No new files + are created, and no format conversion is done. See + [[editing:Embedding]] for more details. + + + + + +
+
-
diff --git a/manual/xml/entities.ent b/manual/xml/entities.ent new file mode 100644 index 0000000000..f21530b9f4 --- /dev/null +++ b/manual/xml/entities.ent @@ -0,0 +1,11 @@ + + + + + + + + +ardour-&ARDOUR_VERSION;"> +&ARDOUR_NAME;"> + 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 @@ ]> -Exporting - - This section covers ways to get your session converted into various formats - for use by other software or systems. - - + Exporting + + This section covers ways to get your session converted into various + formats for use by other software or systems. + + 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 @@ ]>
- - - - - Nick - Mainsbridge - - - - - - Exporting to CD - -
- Table of Contents - - 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. - - - - 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. - - - - 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. - - - - 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. - - - - The locations dialog is useful here, as you can just 'go' to a point to - audition the exact position of a marker/range. - -
- -
- Pregap - - A word about pregap: - - - - 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. - - - - 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. - - - - 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. - - - - 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?). - - - - - 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. - - -
- -
- Cue Files - - 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. - -
- -
- Export The Session - - 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. - - - - To check out the details without burning - + + + + + Nick + Mainsbridge + + + + + Exporting to CD +
+ Table of Contents + + 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. + + + + 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. + + + + 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. + + + + 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. + + + + The locations dialog is useful here, as you can just 'go' to a point + to audition the exact position of a marker/range. + +
+ +
+ Pregap + + A word about pregap: + + + + 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. + + + + 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. + + + + 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. + + + + 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?). + + + + + 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. + + +
+ +
+ Cue Files + + 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. + +
+ +
+ Export The Session + + 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. + + + + To check out the details without burning + cdrdao show-toc blah.wav.toc - - 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. - - - - To burn - + + 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. + + + + To burn + cdrdao write /home/britney/globalsmash.wav.toc - - One last thing: - - - - 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. - -
- -
- FAQ - - Why no DDP? ( http://www.dcainc.com/products/ddp/ ) - - - - A: DCA have been kind enough to get in touch. Hopefully they will allow a - GPL implementaton soon. - -
- -
- What about catalog numbers for the CD? - - 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? - -
+ + One last thing: + + + + 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. + +
+ +
+ FAQ + + Why no DDP? ( http://www.dcainc.com/products/ddp/ ) + + + + A: DCA have been kind enough to get in touch. Hopefully they will + allow a GPL implementaton soon. + +
+ +
+ What about catalog numbers for the CD? + + 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? + +
-
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 @@ ]>
- Using a Generic MIDI control surface - - To be completed. Applies only to Ardour 2. - + Using a Generic MIDI control surface + + To be completed. Applies only to Ardour 2. + - - - - - Portable Operating System Interface for uniX - POSIX - - - Some reasonable definition here. - - - - - - - R - - - Region - - - Some reasonable definition here. - - - - - - Redirect - - - Some reasonable definition here. - - - - - - - S - - Send - - - Some reasonable definition here. - - - - - Session - - - Some reasonable definition here. - - - - - Session Template - - - Some reasonable definition here. - - - - - - - - T - - Track - - - Some reasonable definition here. - - - - - - - V - - Virtual Studio Technology - VST - - - Some reasonable definition here. - - - - + Ardour Glossary + + A + + ALSA + + + Abbreviation for Advanced Linux Sound Architecture. ALSA provides + audio and MIDI functionality to the Linux operating system. + + + + + + + + + Audio Track + + + Some reasonable definition here. + + + + + + Auditioner + + + Some reasonable definition here. + + + + + + + B + + Bus + + + Some reasonable definition here. + + + + + + Bus Track + + + Some reasonable definition here. + + + + + + + C + + Crossfade + + + Some reasonable definition here. + + + + + + + D + + DAW + + + Abbreviation of Digital Audio Workstation. Some reasonable + definition here. + + + + + + Destructive Recording + + + Some reasonable definition here. + + + + + + + E + + Embed + + + Some reasonable definition here. + + + + + + + H + + HDR + + + Short for Hard Disk Recorder. Some reasonable definition here. + + + + + + + I + + Insert + + + Some reasonable definition here. + + + + + + + J + + JACK + + + Initialism of Jack Audio Connection Kit. Some reasonable + definition here. + + + + + + + + + + L + + LADSPA + + + Abbreviation of Linux Audio Developers Simple Plugin API. Some + reasonable definition here. + + + + + + + + + + M + + MIDI + + + Abbreviation for Musical Instrument Digital Interface. Some + reasonable definition here. + + + + + + + P + + Playlist + + + some reasonable definition here. + + + + + + plugin + + + some reasonable definition here. + + + + + + POSIX + + + POSIX stands for Portable Operating System Interface for uniX. + Some reasonable definition here. + + + + + + + R + + Region + + + Some reasonable definition here. + + + + + + Redirect + + + Some reasonable definition here. + + + + + + + S + + Send + + + Some reasonable definition here. + + + + + + Session + + + Some reasonable definition here. + + + + + + Session Template + + + Some reasonable definition here. + + + + + + + Submixing + + + Some reasonable definition here. + + + + + + + T + + Tape Track + + + Some Reasonable definition here. + + + + + + + Track + + + Some reasonable definition here. + + + + + + + V + + VST + + + Short for Virtual Studio Technology + + + + 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 @@ + - - Introduction - - - Welcome to Ardour. Ardour is a powerful digital audio workstation that - gives you everything you need to record, edit, mix, and arrange - professional audio. - - - Introduction + + Welcome to Ardour. Ardour is a powerful digital audio workstation that + gives you everything you need to record, edit, mix, and arrange + professional audio. + + - - - - - - - - - - - - - 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 @@ ]>
- Getting Audio In, Out and Around Your Computer - - 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 (JACK). - + Getting Audio In, Out and Around Your Computer + + 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 (JACK). + -
- JACK - - 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. - +
+ JACK + + 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. + - - 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. - + + 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. + - - 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. - + + 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. + - - 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. - -
+ + 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. + +
-
- Getting Your Audio Interface Working - - - 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. - - +
+ Getting Your Audio Interface Working + + + 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. + + - - 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. - + + 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. + - - 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 - . - -
+ + 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 + . + +
-
- Checking For an Audio Interface - - 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 (locate .wav may help here), - and try to play it. There are several possibilities: - +
+ Checking For an Audio Interface + + 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 (locate + .wav may help here), and try to play it. There are several + possibilities: + - - - - You may get an error from the program - - - - - You may hear nothing - - - - - You may hear something, but its too quiet - - - - - you may hear something from the wrong loudspeakers. - - - -
+ + + + You may get an error from the program + + -
- Selecting Capture Source - - 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. - + + + You may hear nothing + + - - 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. - + + + You may hear something, but its too quiet + + - - There are also a few programs that offer ways to control just one - particular kind of audio interface. For example, the - hdspmixer program offers control over the very - powerful matrix mixer present on several RME audio interface. - envy24ctrl 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. - + + + you may hear something from the wrong loudspeakers. + + + +
-
- "I don’t get any signal when I record …" - - 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: - +
+ Selecting Capture Source + + 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. + - - - - 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. - - - - - the wrong capture source selected in the audio interface’s hardware - mixer (see above) - - - - - 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. - - - + + 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. + - - - 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. - - -
-
+ + There are also a few programs that offer ways to control just one + particular kind of audio interface. For example, the + hdspmixer program offers control over the + very powerful matrix mixer present on several RME audio interface. + envy24ctrl 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. + -
- Monitoring Choices - - 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). - +
+ "I don’t get any signal when I record …" + + 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: + - - 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? - + + + + 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. + + - - Well, hopefully, you’re convinced that there are some questions to be - dealt with surrounding monitoring, see for - more in depth information. - -
+ + + the wrong capture source selected in the audio interface’s + hardware mixer (see above) + + -
- Can I use multiple soundcards - - 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. - -
+ + + 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. + + + -
- Qjackctl - - 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, - qjackctl 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. - - - - - - - - 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. - + + + 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. + + +
+
- - [ need screenshot of GNOME/KDE/OSX menus here ] - -
+
+ Monitoring Choices + + 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). + + + + 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? + + + + Well, hopefully, you’re convinced that there are some questions to + be dealt with surrounding monitoring, see + for more in depth information. + +
+ +
+ Can I use multiple soundcards + + 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. + +
+ +
+ Qjackctl + + 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, + qjackctl 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. + + + + + + + + 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. + + + + [ need screenshot of GNOME/KDE/OSX menus here ] + +
- - + - - - - - - - -
- +
+
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 @@ ]>
- Windows - - 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: - + Windows + + 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: + - - - 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. - - + + + 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. + + -
- Editor Window - - This is the primary Ardour window. It contains the main menubar, plus - several tear-off windows, and the editor itself. - -
+
+ Editor Window + + This is the primary Ardour window. It contains the main menubar, plus + several tear-off windows, and the editor itself. + +
-
- Transport Bar Window - - 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. - -
+
+ Transport Bar Window + + 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. + +
-
- Mixer Window - - 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. - +
+ Mixer Window + + 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. + - - 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. - -
+ + 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. + +
-
- Location and Marker Display Window - - This window is used to display, edit and set various Locations and markers - within a Session. - -
+
+ Location and Marker Display Window + + This window is used to display, edit and set various Locations and + markers within a Session. + +
-
- Options Editor Window - - This window is used to set the many global and per-session options for - Ardour. - -
+
+ Options Editor Window + + This window is used to set the many global and per-session options for + Ardour. + +
-
- Track/Bus Inspector Window - - 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. - -
- -
- Big Clock Window - - 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. - -
+
+ Track/Bus Inspector Window + + 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. + +
+
+ Big Clock Window + + 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. + +
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 @@ ]>
- Midi Configuration - - Although at this time Ardour does not support - MIDI sequencing, it does support a - fairly rich set of interactions via MIDI with other devices. In particular: - - - - - - Ardour can function as MIDI Time Code (MTC) master or slave - - - - - Ardour can control or be controlled by other devices using MIDI Machine - Control (MMC) - - - - - 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. - - - - - 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. - - - - -
- Specifying MIDI ports - - 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). - - - - Instead, the MIDI ports that are available for Ardour to use are defined in - your ardour.rc 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. - - - - When you first use Ardour, the + Midi Configuration + + Although at this time Ardour does not support + MIDI sequencing, it does + support a fairly rich set of interactions via MIDI with other devices. + In particular: + + + + + + Ardour can function as MIDI Time Code (MTC) master or slave + + + + + + Ardour can control or be controlled by other devices using MIDI + Machine Control (MMC) + + + + + + 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. + + + + + + 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. + + + + +
+ Specifying MIDI ports + + 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). + + + + Instead, the MIDI ports that are available for Ardour to use are + defined in your ardour.rc 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. + + + + When you first use Ardour, the - ardour.rc 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 - snd-seq 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 ). - -
+ ardour.rc 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 snd-seq 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 + ). +
+
-
- Defining additional MIDI ports - - To define additional ports, find the line in ardour.rc - that looks roughly like this: - +
+ Defining additional MIDI ports + + To define additional ports, find the line in + ardour.rc that looks roughly like this: + <MIDI-port tag="hw:0" device="/dev/snd/midiC1D0" type="alsa/raw" mode="duplex"/> - - On OSX/CoreMIDI it would look more like: - + + On OSX/CoreMIDI it would look more like: + <MIDI-port tag="coremidi" device="ardour" type="coremidi" mode="duplex"/> - - You can then add another line right after it that looks similar but - contains a different port definition. - - - - You will see there are 4 pieces of information required to define a MIDI - port for use within Ardour. Your port definition - - -
- Tag - - 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"). - -
- -
- Type - - This is an operating system specific identifier that defines what kind of - port this is. It can be set to one of three values: - - - - - - alsa/raw - the port corresponds to a physical MIDI - port that is accessed directly without involving the ALSA MIDI routing - subsystem. - - - - - alsa/sequencer - the port is a virtual port that can - send and receive MIDI data via the ALSA MIDI routing subsystem. - - - - - coremidi - the port is a virtual port that can send - and receive MIDI data via the CoreMidi inter-application MIDI routing - subsystem. - - - -
- -
- Device - - This is an operating specific and MIDI subsystem-specific name that - actually identifies the device to be used for MIDI I/O. - - - - - - 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 - /dev/snd/midiC0D0/. - - - - - for an ALSA sequencer port, it is an arbitrary name for the port that - will appear as part of the ALSA MIDI routing system - - - - - for a CoreMIDI port, it is an arbitrary name for the port that will - appear as in any CoreMIDI port selection dialogs. - - - -
- -
- Mode - - This specifies whether the port is available for input, output or both: - - - - - - read - the port is available for input only - - - - - write - the port is available for output only - - - - - duplex - the port is available for input and output - - - - - - You should probably always use duplex here. It is rare to need to open a - port for unidirectional communication only. - -
-
- -
- Removing Midi Ports - - To remove a MIDI port, simply delete the line in your - ardour.rc file that defines it. - -
- -
- Making Connections - - 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. - - - - 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. - - -
- Linux/ALSA - - qjackctl (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 - aconnect. - -
- -
- OSX/CoreMIDI - - On OSX/CoreMIDI you need to connect the MIDI ports with a patchbay tool - such as the excellent MIDI Patchbay from - Pete Yandell - -
-
- -
- Using MIDI ports - - Each port that is defined in ardour.rc can be used for - any of the following functions: - - - - - - MTC input and output - - - - - MMC input and output - - - - - MIDI CC/Note input and output - - - -
+ + You can then add another line right after it that looks similar but + contains a different port definition. + + + + You will see there are 4 pieces of information required to define a + MIDI port for use within Ardour. Your port definition + + +
+ Tag + + 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"). + +
+ +
+ Type + + This is an operating system specific identifier that defines what + kind of port this is. It can be set to one of three values: + + + + + + alsa/raw - the port corresponds to a physical + MIDI port that is accessed directly without involving the ALSA + MIDI routing subsystem. + + + + + + alsa/sequencer - the port is a virtual port + that can send and receive MIDI data via the ALSA MIDI routing + subsystem. + + + + + + coremidi - the port is a virtual port that + can send and receive MIDI data via the CoreMidi + inter-application MIDI routing subsystem. + + + +
+ +
+ Device + + This is an operating specific and MIDI subsystem-specific name that + actually identifies the device to be used for MIDI I/O. + + + + + + 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 /dev/snd/midiC0D0/. + + + + + + for an ALSA sequencer port, it is an arbitrary name for the port + that will appear as part of the ALSA MIDI routing system + + + + + + for a CoreMIDI port, it is an arbitrary name for the port that + will appear as in any CoreMIDI port selection dialogs. + + + +
+ +
+ Mode + + This specifies whether the port is available for input, output or + both: + + + + + + read - the port is available for input only + + + + + + write - the port is available for output only + + + + + + duplex - the port is available for input and + output + + + + + + You should probably always use duplex here. It is + rare to need to open a port for unidirectional communication only. + +
+
+ +
+ Removing Midi Ports + + To remove a MIDI port, simply delete the line in your + ardour.rc file that defines it. + +
+ +
+ Making Connections + + 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. + + + + 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. + + +
+ Linux/ALSA + + qjackctl (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 + aconnect. + +
+ +
+ OSX/CoreMIDI + + On OSX/CoreMIDI you need to connect the MIDI ports with a patchbay + tool such as the excellent MIDI Patchbay from + Pete Yandell + +
+
+ +
+ Using MIDI ports + + Each port that is defined in ardour.rc can be + used for any of the following functions: + + + + + + MTC input and output + + + + + + MMC input and output + + + + + + MIDI CC/Note input and output + + + +
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 @@ ]>
- Strip List - - 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). - + Strip List + + 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). + - - Strip List Context Menu - - show all - - - sets all hidden mixer strips to the visible state - - - + + Strip List Context Menu + + show all + + + sets all hidden mixer strips to the visible state + + + - - hide all - - - sets all visible mixer strips to the hidden state. - - - + + hide all + + + sets all visible mixer strips to the hidden state. + + + - - show all AudioTrack Mixer Strips - - - sets all hidden mixer strips that are audio tracks to the visible state - - - + + show all AudioTrack Mixer Strips + + + sets all hidden mixer strips that are audio tracks to the visible + state + + + - - hide all AudioTrack Mixer Strips - - - sets all visible mixer strips that are audio tracks to the hidden state. - - - + + hide all AudioTrack Mixer Strips + + + sets all visible mixer strips that are audio tracks to the hidden + state. + + + - - show all AudioBus Mixer Strips - - - sets all hidden mixer strips that are audio buses to the visible state - - - + + show all AudioBus Mixer Strips + + + sets all hidden mixer strips that are audio buses to the visible + state + + + - - hide all AudioBus Mixer Strips - - - sets all visible mixer strips that are audio buses to the hidden state. - - - - + + hide all AudioBus Mixer Strips + + + sets all visible mixer strips that are audio buses to the hidden + state. + + + + - - 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. - - diff --git a/manual/xml/mixer_strips.xml b/manual/xml/mixer_strips.xml index 0e96f05908..b381ced49a 100644 --- a/manual/xml/mixer_strips.xml +++ b/manual/xml/mixer_strips.xml @@ -6,494 +6,514 @@ -
- Mixer Strips - - Each track and bus is represented in the mixer window by a mixer - strip 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 - editor mixer button. - - - - - - - - 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. - - - - 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. - - -
- Narrow Mixer Strip Button - - 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. - -
- -
- Hide Button - - The button opposite the Narrow Mixer Strip Button - 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. - -
- -
- Track Name - - 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 - Rename 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 remove 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. - -
- -
- Group Button - - 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. - -
- -
- Input Selector - - 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 - edit 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 - . Disconnect - removes all input assignments while leaving the number of ports untouched. - -
- -
- Polarity Button - - 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. - -
- -
- Solo Button - - 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. - -
- -
- Mute Button - - The mute button mutes the output of the mixer strip. - -
- -
- Track Speed Control - - The track speed allows a varispeed setting to be applied to the track. a - setting of 1.0 corresponds to the normal playback speed - of the session. a setting of 0.5 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. - - - -
- -
- Record Enable Button - - 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. - -
- -
- Automation Mode Buttons - - The automation mode buttons allow you to select a fader or pan automation - mode from a drop-down list. see for more - information about automation modes. - -
- -
- Redirect Boxes - - 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. - - - - Right clicking within the dark area will bring up a drop-down menu which - allows you to manipulate the redirects in various ways. - - - - Redirect Boxes - - new plugin - - - 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. - - - - - - new insert - - - 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. - - - - - - new send - - - 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. - - - - - - clear - - - 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. - - - - - - cut, copy, paste - - - these items allow you to cut, copy and paste plugins, including their - current settings, between Redirect Boxes. - - - - - - rename - - - 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. - - - - - - select all/deselect all - - - 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. - - - - - - activate/deactivate - - - selecting either of these will activate or deactivate the currently - selected redirect(s) respectively. deactivate is the equivalent of - bypass. - - - - note that you can bypass a plugin from it's parameter window as well as - from here. - - - - - - - activate all/deactivate all - - - selecting either of these will activate or deactivate all redirect(s) in - the mixer strip respectively. deactivate is the equivalent of - bypass if you're a plugin. - - - - - - edit - - - 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. - - - - -
- -
- Pre/Post/Input Button - - 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. - -
- -
- Gain Display - - 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. - -
- -
- Unit Selector - - 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 - -
- -
- Peak Meter - - 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 Pre/Post/Input - Button .. 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. - -
- -
- Gain Fader - - 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. - -
- -
- Meters - - 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. - -
- -
- Panner - - 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 - bypass 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. XXX - what gain law is used in the panner? - - - - In the case of a stereo input / stereo output combination, two panning - controls will appear, one corresponding to each audio stream. You can - link the controls together in two different ways in - this situation, using the direction arrows next to the - link 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 link button, which - point in either the same or opposite directions. The - link button must be engaged before you can change - the link mode. To link all the panners in a mixer - strip, left-click the link button, then select the - desired link mode by pressing the button marked with arrows. - - - - 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. - - - - Don't forget that you can bypass the panner by right clicking and selecting - bypass 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. - -
- -
- Output Selector - - 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 Edit 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 . - Disconnect will leave the number of output ports - unchanged, but remove all assignments to output ports. - -
- -
- Scratch Pad - - This is the text area below the output 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. - -
+
+ Mixer Strips + + Each track and bus is represented in the mixer window by a + mixer strip 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 editor mixer button. + + + + + + + + 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. + + + + 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. + + +
+ Narrow Mixer Strip Button + + 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. + +
+ +
+ Hide Button + + The button opposite the Narrow Mixer Strip Button + 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. + +
+ +
+ Track Name + + 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 Rename 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 + remove 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. + +
+ +
+ Group Button + + 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. + +
+ +
+ Input Selector + + 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 edit 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 . + Disconnect removes all input assignments while + leaving the number of ports untouched. + +
+ +
+ Polarity Button + + 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. + +
+ +
+ Solo Button + + 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. + +
+ +
+ Mute Button + + The mute button mutes the output of the mixer strip. + +
+ +
+ Track Speed Control + + The track speed allows a varispeed setting to be applied to the track. + a setting of 1.0 corresponds to the normal playback + speed of the session. a setting of 0.5 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. + + + +
+ +
+ Record Enable Button + + 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. + +
+ +
+ Automation Mode Buttons + + The automation mode buttons allow you to select a fader or pan + automation mode from a drop-down list. see + for more information about automation + modes. + +
+ +
+ Redirect Boxes + + 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. + + + + Right clicking within the dark area will bring up a drop-down menu + which allows you to manipulate the redirects in various ways. + + + + Redirect Boxes + + new plugin + + + 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. + + + + + + new insert + + + 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. + + + + + + new send + + + 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. + + + + + + clear + + + 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. + + + + + + cut, copy, paste + + + these items allow you to cut, copy and paste plugins, including + their current settings, between Redirect Boxes. + + + + + + rename + + + 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. + + + + + + select all/deselect all + + + 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. + + + + + + activate/deactivate + + + selecting either of these will activate or deactivate the + currently selected redirect(s) respectively. deactivate is the + equivalent of bypass. + + + + + note that you can bypass a plugin from it's parameter window + as well as from here. + + + + + + + activate all/deactivate all + + + selecting either of these will activate or deactivate all + redirect(s) in the mixer strip respectively. deactivate is the + equivalent of bypass if you're a + plugin. + + + + + + edit + + + 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. + + + + +
+ +
+ Pre/Post/Input Button + + 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. + +
+ +
+ Gain Display + + 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. + +
+ +
+ Unit Selector + + 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 + +
+ +
+ Peak Meter + + 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 + Pre/Post/Input Button .. 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. + +
+ +
+ Gain Fader + + 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. + +
+ +
+ Meters + + 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. + +
+ +
+ Panner + + 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 + bypass 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. + XXX what gain law is used in the panner? + + + + In the case of a stereo input / stereo output combination, two panning + controls will appear, one corresponding to each audio stream. You can + link the controls together in two different ways + in this situation, using the direction arrows next to the + link 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 + link button, which point in either the same or + opposite directions. The link button must be + engaged before you can change the link mode. To + link all the panners in a mixer strip, left-click the + link button, then select the desired link mode + by pressing the button marked with arrows. + + + + 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. + + + + Don't forget that you can bypass the panner by right clicking and + selecting bypass 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. + +
+ +
+ Output Selector + + 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 Edit 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 . + Disconnect will leave the number of output + ports unchanged, but remove all assignments to output ports. + +
+ +
+ Scratch Pad + + This is the text area below the output 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. + +
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 @@ ]>
- The Mixer - - 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. - + The Mixer + + 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. + - - 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. - + + 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. + - - 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. - + + 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. + -
- Mixer Window Layout - - - - - - + Mixer Window Layout + + + + + + - -
- Group List - - 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. - +
+ Group List + + 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. + - - A new session will contail one group, called all. This preset group refers - to all mixer strips?? what is 'all' doing here? Any - new groups you create will be listed in this pane. Left clicking the - Mix Groups button will open a window titled - Name for a new mix group, which contains a dark text area. - Enter a name for your new mix group in the text area. Left clicking - cancel will close the Name for a new mix - group window. The group list will be unaffected. Left clicking - OK 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 - group button. Selecting the new group in a mixer - strip will assign control of that channel's gain fader to the selected - group, but only if the group is active. Left clicking - the box next to the group name will activate the group. - + + A new session will contail one group, called all. This preset group + refers to all mixer strips?? what is 'all' doing + here? Any new groups you create will be listed in this + pane. Left clicking the Mix Groups button + will open a window titled Name for a new mix + group, which contains a dark text area. Enter a name for + your new mix group in the text area. Left clicking + cancel will close the Name for a new + mix group window. The group list will be unaffected. Left + clicking OK 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 group button. Selecting + the new group in a mixer strip will assign control of that channel's + gain fader to the selected group, but only if the group is + active. Left clicking the box next to the group name will + activate the group. + - - 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. - -
+ + 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. + +
-
- Snapshot List - - 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 - -
-
+
+ Snapshot List + + 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 + +
+
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 @@ ]>
- Mixer window key bindings - - Mixer Window Key Bindings - - - - - - - Key Binding - - - Action - - - - - - - right arrow - - - - fast forward/faster - - - - - Shiftright arrowspace - - - - rapid fast forward - - - - - Ctrlright arrow - - - - slow fast forward - - - - - left arrow - - - - rewind/faster - - - - - Shiftleft arrow - - - - rapid rewind - - - - - Ctrlleft arrow - - - - slow rewind - - - - -
+ Mixer window key bindings + + Mixer Window Key Bindings + + + + + + + Key Binding + + + + Action + + + + + + + right arrow + + + + fast forward/faster + + + + + + Shiftright + arrowspace + + + + rapid fast forward + + + + + + Ctrlright arrow + + + + + slow fast forward + + + + + + left arrow + + + + rewind/faster + + + + + + Shiftleft arrow + + + + + rapid rewind + + + + + + Ctrlleft arrow + + + + + slow rewind + + + + +
- - - + - - - - - - - - - - - - - - - - -
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 @@ ]>
- Mixer Controls - - Solo, Mute and Rec enable buttons - - - - - - - Mouse Action - - - Result - - - - - - - Button1 click - - - toggle for the track (or the entire mix group when the group is active) - - - - - Button2 click - - - momentary switch - - - - - CtrlButton1 - click - - - toggle for the entire mix group when the group is not active - - - - - ShiftCtrlButton1 - click - - - toggle for all the tracks and busses - - - - - CtrlButton2 - click - - - learn MIDI control - - - - -
- - Solo Buttons Only - - - - - - - Mouse Action - - - Result - - - - - - - ShiftButton1 - click - - - toggle "lock" of current solo state ("solo safe") - - - - - CtrlAltButton1 - click - - - solo only this track or active group, unsolo all others - - - - -
- - Faders - - - - - - - Mouse Action - - - Result - - - - - - - Button1 drag - - - operate fader - - - - - CtrlButton1 - drag - - - finer control - - - - - AltCtrlButton1 - drag - - - finest control - - - - - ShiftButton1 - click - - - reset fader - - - - - CtrlButton2 - click - - - learn MIDI control - - - - -
+ Mixer Controls + + Solo, Mute and Rec enable buttons + + + + + + + Mouse Action + + + + Result + + + + + + + Button1 click + + + + toggle for the track (or the entire mix group when the group is + active) + + + + + + Button2 click + + + + momentary switch + + + + + + CtrlButton1 + click + + + + toggle for the entire mix group when the group is not active + + + + + + ShiftCtrlButton1 + click + + + + toggle for all the tracks and busses + + + + + + CtrlButton2 + click + + + + learn MIDI control + + + + +
+ + + Solo Buttons Only + + + + + + + Mouse Action + + + + Result + + + + + + + ShiftButton1 + click + + + + toggle "lock" of current solo state ("solo safe") + + + + + + CtrlAltButton1 + click + + + + solo only this track or active group, unsolo all others + + + + +
+ + + Faders + + + + + + + Mouse Action + + + + Result + + + + + + + Button1 drag + + + + operate fader + + + + + + CtrlButton1 + drag + + + + finer control + + + + + + AltCtrlButton1 + drag + + + + finest control + + + + + + ShiftButton1 + click + + + + reset fader + + + + + + CtrlButton2 + click + + + + learn MIDI control + + + + +
diff --git a/manual/xml/mouse_operations_ruler.xml b/manual/xml/mouse_operations_ruler.xml index c7cecb7172..09b05850b1 100644 --- a/manual/xml/mouse_operations_ruler.xml +++ b/manual/xml/mouse_operations_ruler.xml @@ -5,92 +5,105 @@ ]>
- Ruler Operations - - Marks, Locations - - - - - - - Mouse Action - - - Result - - - - - - - Button1 click in marker, tempo, meter ruler - - - create a new marker - - - - - Button1 drag on a marker - - - move marker - - - - - CtrlButton1 - drag on loop or punch mark - - - move both ends of range at once - - - - - CtrlShiftButton1 - click in marker - - - hide marker but do not remove it - - - - -
- - Punch/Loop Ranges - - - - - - - Mouse Action - - - Result - - - - - - - Button1 drag - - - define a new punch or loop range - - - - - other operations as for marks and locations above - - - - -
+ Ruler Operations + + Marks, Locations + + + + + + + Mouse Action + + + + Result + + + + + + + Button1 click in marker, tempo, meter + ruler + + + + create a new marker + + + + + + Button1 drag on a marker + + + + move marker + + + + + + CtrlButton1 + drag on loop or punch mark + + + + move both ends of range at once + + + + + + CtrlShiftButton1 + click in marker + + + + hide marker but do not remove it + + + + +
+ + + Punch/Loop Ranges + + + + + + + Mouse Action + + + + Result + + + + + + + Button1 drag + + + + define a new punch or loop range + + + + + + other operations as for marks and locations above + + + + +
-
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 @@ ]>
- Other Windows - - This page summarises various windows you will find in your travels through - Ardour that aren't available from the windows - 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. - - -
- Input/Output Connections Editor - - Selecting edit from the input drop-down menu on - a mixer strip will open this window, as will selecting - edit 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. - - - - When the window opens, you will be see that it is divided into two main - areas marked Inputs and Available - Connections . A third area contains buttons marked - rescan, OK and - Cancel. - - - - The Inputs area has two buttons marked add - input and clear connections. The - add input button adds an audio stream to the mixer - strip. - - - - In other words, if you currently have a two input channel, pressing - add input 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. - - - - Pressing clear connections will remove all - connections you have assigned in the area below. - - - - 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. - - - - Anyway, in "the area below", notice that one input (probably labelled - in 1) is a lighter colour than the other. If you only - have one input at the moment, press add input just - to see the difference. You can remove an input by holding the control key - while right-clicking on the input name. - - - - The lighter coloured input is the one that will be added to when an output - in the Available connections 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. - - - - 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. - - - - If you click an output from the Available connections - 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. - - - - Removing assignments is achieved by left-clicking the relevant output in - the inputs area. As with most objects in Ardour, you - can also remove an assignment by holding the shift key while right-clicking - it. - - - - The Available connections area lists all available connections, sorted into - tabs which represent their associated hardware or software ports. The front - tab is always alsa_pcm. this represents the physical - ports on your computer. It should contain as many ports as hour hardware - has inputs. - - - - 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. - - - - The rescan 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. - - - - The Cancel button closes the window XXX - what really happens? , as does the OK - button. - -
- -
- The LADSPA Plugin Window - - 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. - - - - Each plugin window will have a bypass 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 - bypass button. you should immediately hear the - plugin inserted in the signal path. All plugins that report their latency - are automatically time compensated sample-accurately. - - - - 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 - Save button. To save a combination of settings, - press the Save button. A window will appear asking - for the name of the preset. Enter a name, press OK, - and your new preset will appear on the list of saved settings. - - - - To restore a saved preset, select it from the list. The settings should - immediately be restored as you release the mouse button. - - - - 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. - - - - Next to each control is an automation mode button. The default state is - off. To write automation information, press the - button and select write from the drop-down list. - After engaging the transport, movement of the control will be recorded for - playback when the play automation mode is - selected. Touch mode automatically switches from - play to write 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. - -
- -
- The Export Window - - The export window appears when either export session to - audiofile or export range to - audiofile 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. - -
- -
- The Crossfade Editor Window - - The crossfade editor will appear whenever you select - crossfade edit - 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. - -
- -
- the Locations Window - - 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 - windows locations - is selected from the editor window. - -
+ Other Windows + + This page summarises various windows you will find in your travels + through Ardour that aren't available from the + windows 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. + + +
+ Input/Output Connections Editor + + Selecting edit from the input drop-down + menu on a mixer strip will open this window, as will selecting + edit 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. + + + + When the window opens, you will be see that it is divided into two + main areas marked Inputs and Available + Connections . A third area contains buttons marked + rescan, OK and + Cancel. + + + + The Inputs area has two buttons marked + add input and clear + connections. The add input button + adds an audio stream to the mixer strip. + + + + In other words, if you currently have a two input channel, pressing + add input 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. + + + + Pressing clear connections will remove all + connections you have assigned in the area below. + + + + 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. + + + + Anyway, in "the area below", notice that one input (probably labelled + in 1) is a lighter colour than the other. If you + only have one input at the moment, press add + input just to see the difference. You can remove an input + by holding the control key while right-clicking on the input name. + + + + The lighter coloured input is the one that will be added to when an + output in the Available connections 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. + + + + 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. + + + + If you click an output from the Available + connections 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. + + + + Removing assignments is achieved by left-clicking the relevant output + in the inputs area. As with most objects in + Ardour, you can also remove an assignment by holding the shift key + while right-clicking it. + + + + The Available connections area lists all available connections, sorted + into tabs which represent their associated hardware or software ports. + The front tab is always alsa_pcm. this represents + the physical ports on your computer. It should contain as many ports + as hour hardware has inputs. + + + + 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. + + + + The rescan 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. + + + + The Cancel button closes the window + XXX what really happens? , as does the + OK button. + +
+ +
+ The LADSPA Plugin Window + + 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. + + + + Each plugin window will have a bypass 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 bypass button. you should + immediately hear the plugin inserted in the signal path. All plugins + that report their latency are automatically time compensated + sample-accurately. + + + + 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 + Save button. To save a combination of settings, + press the Save button. A window will appear + asking for the name of the preset. Enter a name, press + OK, and your new preset will appear on the list + of saved settings. + + + + To restore a saved preset, select it from the list. The settings + should immediately be restored as you release the mouse button. + + + + 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. + + + + Next to each control is an automation mode button. The default state + is off. To write automation information, + press the button and select write from the + drop-down list. After engaging the transport, movement of the control + will be recorded for playback when the play + automation mode is selected. Touch mode + automatically switches from play to + write 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. + +
+ +
+ The Export Window + + The export window appears when either export session to + audiofile or export range to + audiofile 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. + +
+ +
+ The Crossfade Editor Window + + The crossfade editor will appear whenever you select + crossfade edit + 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. + +
+ +
+ the Locations Window + + 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 windows + locations is selected from the + editor window. + +
- - + - 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 @@ ]> - Recording - - This section covers the main points of recording audio into an Ardour - session. - - Recording + + This section covers the main points of recording audio into an Ardour + session. + + - - diff --git a/manual/xml/renaming_tracks.xml b/manual/xml/renaming_tracks.xml index 8004e19193..22aa34e72b 100644 --- a/manual/xml/renaming_tracks.xml +++ b/manual/xml/renaming_tracks.xml @@ -1,19 +1,59 @@ + -
- - Renaming Tracks - - - In the editor or mixer, the track name. - In the New Track Name dialog, type a new track name. - +
+ Renaming Tracks + + Tracks can be renamed from within the + Editor Window or the + Mixer Window. + - + + To change the name of a track in the Editor Window click within the + track name field in the Track + Controls, enter the new track name and press the + Enter key to confirm the change. + + + + + + + + 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 + ESC key will restore the original track name. + + + + Several tracks can be renamed quickly in sequence by using the + Tab key to move the focus between the track name + fields. + + + + To change the name of a track in Mixer Window click on the track name + button and choose Rename from the pop-up + menu. + + + + + + + + A dialog will then appear allowing you to rename the track, input the + new name and press Enter or click + Rename to confirm the name change. + + + + Changes to track names cannot be undone. + +
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 @@ +
+ Saving a Session + + 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. + - Saving a Session - - - 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. - +
+ Save the Session File + + Choose Session + Save to save the changes that + have been made to the session. + -
- - Save the Session File - - - Choose - - Session - Save - - to save the changes that have been made to the session. - - - - - Saving a session writes a new session in place of the old one, and it - cannot be undone. - - - -
- - + + Saving a session writes a new session in place of the old one, and + it cannot be undone. + + +
+ -
diff --git a/manual/xml/sessions.xml b/manual/xml/sessions.xml index 2205a284f9..3b8f0432c1 100644 --- a/manual/xml/sessions.xml +++ b/manual/xml/sessions.xml @@ -1,42 +1,27 @@ +
- - Sessions - - - This chapter covers the basics of starting a new project with Ardour, - including how to set up a session. - - - Sessions + + This chapter covers the basics of starting a new project with Ardour, + including how to set up a session. + + - - - - - - - - - - - - - - - - -
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 @@ ]>
- Setting Up To Record - - This page needs massive work - - - - 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. - - -
- Connections - -
- -
- Levels - -
- -
- Clipping - -
- -
- Record Enabling Tracks - -
- -
- Monitoring - -
- -
- Hardware Monitoring - -
- -
- Software Monitoring - -
- -
- Latency - -
- -
- External Monitoring - -
- -
- Auto-Input - -
- -
- Track Naming - -
- -
- Default names - -
- -
- Disk Allocation - - It is of course possible to use Ardour on a single-disk system, but you are - more likely to have performance problems this way. - - - - If you have more than one disk available, we highly recommend using one - "system" disk and one or more "audio" disks. - - -
- Using the system disk - - The "system" disk is the main disk on which your operating system and - (usually) all your installed software reside. - - - - If you have any other disks available, it is usually - not - 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) - - - - 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. - -
- -
- Using Multiple Disks -
- Hardware RAID - - You can of course use a normal RAID disk array to spread data across - multiple disks. This is beyond the scope of this manual. - -
- -
- Ardour's "Soft" RAID Path - - 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. - - - - There is no reason to do this if your computer has only one disk. - - - - 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?) - - - - You can squeeze some more disk performance out of an existing session by - following the above procedure, then manually moving some files from the - sounds/ - subdirectory of the existing session into a - sounds/ - 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. - - - - - 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. - - -
-
-
- -
- Recording modes -
- destructive recording - - 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. - -
-
- -
- loop recording - -
- -
- Punch Recording - -
- -
- Recording with a Click track - -
- -
- The Click Track - - Enabling the click Routing the click Specifying click sounds Default Meter - Default Tempo - -
- -
- Tempo - - manual tempo tap tempo - -
+ Setting Up To Record + + This page needs massive work + + + + 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. + + +
+ Connections + +
+ +
+ Levels + +
+ +
+ Clipping + +
+ +
+ Record Enabling Tracks + +
+ +
+ Monitoring + +
+ +
+ Hardware Monitoring + +
+ +
+ Software Monitoring + +
+ +
+ Latency + +
+ +
+ External Monitoring + +
+ +
+ Auto-Input + +
+ +
+ Track Naming + +
+ +
+ Default names + +
+ +
+ Disk Allocation + + It is of course possible to use Ardour on a single-disk system, but + you are more likely to have performance problems this way. + + + + If you have more than one disk available, we highly recommend using + one "system" disk and one or more "audio" disks. + + +
+ Using the system disk + + The "system" disk is the main disk on which your operating system + and (usually) all your installed software reside. + + + + If you have any other disks available, it is usually + not 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) + + + + 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. + +
+ +
+ Using Multiple Disks +
+ Hardware RAID + + You can of course use a normal RAID disk array to spread data + across multiple disks. This is beyond the scope of this manual. + +
+ +
+ Ardour's "Soft" RAID Path + + 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. + + + + There is no reason to do this if your computer has only one disk. + + + + 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?) + + + + You can squeeze some more disk performance out of an existing + session by following the above procedure, then manually moving + some files from the + sounds/ + subdirectory of the existing session into a + sounds/ + 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. + + + + + 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. + + +
+
+
+ +
+ Recording modes +
+ destructive recording + + 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. + +
+
+ +
+ loop recording + +
+ +
+ Punch Recording + +
+ +
+ Recording with a Click track + +
+ +
+ The Click Track + + Enabling the click Routing the click Specifying click sounds Default + Meter Default Tempo + +
+ +
+ Tempo + + manual tempo tap tempo + +
- - A snapshot is nothing more than a new session file. It still references the - same audio and automation data as the primary session file. - + + A snapshot is nothing more than a new session file. It still references + the same audio and automation data as the primary session file. + - - - Saving a snapshot does not change the status of the current session. It - does not change what will happen when you choose - Session Save at a - later time. Note that a snapshot is not a new session. - - + + + Saving a snapshot does not change the status of the current session. + It does not change what will happen when you choose + Session Save + at a later time. Note that a snapshot is not a new session. + + -
diff --git a/manual/xml/tracks_and_busses.xml b/manual/xml/tracks_and_busses.xml index 0485f9c44f..6b528b6f51 100644 --- a/manual/xml/tracks_and_busses.xml +++ b/manual/xml/tracks_and_busses.xml @@ -5,326 +5,283 @@ ]>
- Tracks and Busses - - 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. - - - - - - -
- Creating Tracks - - Tracks may be added to the session at any time. - - - - Creating a new Track - - - Choose Session Add - Track/Bus - - - - - add_track.ps Add Track Dialog - - - - - In the Add Tracks dialog, choose whether you wish to add a new Track or a - new Bus. - - - - - Enter the number of new tracks/busses you want to add. - - - - - Choose the I/O configuration of the tracks/busses you are adding using - the clickbox. - - - - - After the track is created, it is recommended that you change its name from - the generic name it will have been provided with. To rename a track: - - - Renaming a Track - - - In the editor or mixer, the track name, and select Rename from the - dialog that appears. This will cause the "New Track Name" dialog to appear. - - - - - In the New Track Name dialog, type a new track name, and then click the - OK button in that dialog. - - - -
- -
- Deleting Tracks - - 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. - - -
- deleting a track - - Click on the name of the track you want to delete. From the menu that - appears, select Remove. A confirmation dialog will appear to ensure that - you really meant to remove the track. - -
-
- -
- Hiding Tracks - - 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. - - - - You can also hide any track by clicking its hide button - (images/hidebutton.ps). - - - - 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. - -
- -
- Track Visibility -
- Showing all Tracks - - Click on the titlebar of the track list of the Editor or Mixer. From the - menu that appears, select "Show All" - -
- -
- Hiding all Tracks - - Click on the titlebar of the track list of the Editor or Mixer. From the - menu that appears, select "Hiding All". - -
- -
- Showing certain classes of tracks - - 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. - -
- -
- Hiding certain classes of tracks - - 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. - -
- -
- Reordering Tracks - - 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. - -
-
- -
- I/O Configuration - -
- -
- Soloing Tracks - - "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. - - - - Tracks may be soloed at any time. When one or more tracks are soloed, all - non-soloedntracks will no longer be audible. - - - - 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. - - - - 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). - - -
- Rude Solo Light - - 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". - -
- -
- Solo modes - - Ardour has two solo modes. - - - - - - solo latch - - - soloing a track adds it to the set of soloed tracks, so you may have - any number of soloed tracks. - - - - - - solo unlatch - - - soloing a track unsolos any other soloed track, so you can have only - one soloed track at a time. - - - - -
- -
- Changing Solo Mode - - To change the solo mode, goto the Options editor (options_editor) and view - the Misc tab. - -
- -
- Soloing a Track - - 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. - - - - 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. - - - - To toggle the solo state of all tracks, use - CtrlShiftButton1 - on a track solo button. - -
- -
- Solo safe - - 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. - -
- -
- Momentary solo - - Use 2 on a track's solo button to solo the track for as long as the mouse - button is pressed. - -
-
- -
- Track Display Size - - 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. - - -
- Changing editor track height - -
- -
- Changing mixer track width - -
-
- -
- Grouping Tracks -
- Creating a Group - -
- -
- Renaming a Group - -
- -
- Changing members of a group - -
- -
- Deleting a Group - -
-
+ Tracks and Busses + + 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. + + + + + + + + +
+ Deleting Tracks + + 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. + + +
+ deleting a track + + Click on the name of the track you want to delete. From the menu + that appears, select Remove. A + confirmation dialog will appear to ensure that you really meant to + remove the track. + +
+
+ +
+ Hiding Tracks + + 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. + + + + You can also hide any track by clicking its hide button + (images/hidebutton.ps). + + + + 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. + +
+ +
+ Track Visibility +
+ Showing all Tracks + + Click on the titlebar of the track list of the Editor or Mixer. From + the menu that appears, select "Show All" + +
+ +
+ Hiding all Tracks + + Click on the titlebar of the track list of the Editor or Mixer. From + the menu that appears, select "Hiding All". + +
+ +
+ Showing certain classes of tracks + + 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. + +
+ +
+ Hiding certain classes of tracks + + 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. + +
+ +
+ Reordering Tracks + + 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. + +
+
+ +
+ I/O Configuration + +
+ +
+ Soloing Tracks + + "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. + + + + Tracks may be soloed at any time. When one or more tracks are soloed, + all non-soloedntracks will no longer be audible. + + + + 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. + + + + 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). + + +
+ Rude Solo Light + + 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". + +
+ +
+ Solo modes + + Ardour has two solo modes. + + + + + + solo latch + + + soloing a track adds it to the set of soloed tracks, so you + may have any number of soloed tracks. + + + + + + solo unlatch + + + soloing a track unsolos any other soloed track, so you can + have only one soloed track at a time. + + + + +
+ +
+ Changing Solo Mode + + To change the solo mode, goto the Options editor (options_editor) + and view the Misc tab. + +
+ +
+ Soloing a Track + + 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. + + + + 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. + + + + To toggle the solo state of all tracks, use + CtrlShiftButton1 + on a track solo button. + +
+ +
+ Solo safe + + 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. + +
+ +
+ Momentary solo + + Use 2 on a track's solo button to solo the track for as long as the + mouse button is pressed. + +
+
+ +
+ Track Display Size + + 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. + + +
+ Changing editor track height + +
+ +
+ Changing mixer track width + +
+
+ +
+ Grouping Tracks +
+ Creating a Group + +
+ +
+ Renaming a Group + +
+ +
+ Changing members of a group + +
+ +
+ Deleting a Group + +
+
+ +
+ Track Controls + +
+ -
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 @@ ]>
- Interface Basics - - - 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. - - -
- Mouse Clicks - -
- Click - - - When we say "click on" without specifying a mouse button, we mean use - Button1 to click on a user interface element (button, fader, menu, etc). - -
- -
- Context Click - - - As in most graphical user interfaces today, a "context click" (Button3) 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. - -
- -
- Delete & Edit Click - - - 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 - ShiftButton3 click and - CtrlButton3 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. - -
-
- -
- Clocks - - - 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. - - - - Context clicking on a clock brings up a menu that allows you to modify the - display mode of that clock. The choices are: - - - - - - Audio Frames - - - - - BBT (Bars,Beats,Ticks - musical tempo & meter based time) - - - - - SMPTE - - - - - Min:Sec - - - - - - Each clock mode has a number of different fields. For example, SMPTE has - hours, minutes, seconds, and video frames. - - - - 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 Return or use the Tab key to advance through all remaining fields. - -
- -
- Bar Controllers - - - Bar controllers were inspired by a comment made by "Larry the O" in - Electronic Musician in 2001. - - - - 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. - - - - To graphically edit the value of the parameter represented by a bar - controller, press Button1 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. - -
- -
- Click Boxes - - - Click boxes were also inspired by Larry's comment. - - - - 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. - - - - 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. - - - - - we are slowly eliminating click boxes in favor of bar controllers - - -
- -
- Panes - - - 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. - -
+ Interface Basics + + 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. + + +
+ Mouse Clicks +
+ Click + + When we say "click on" without specifying a mouse button, we mean + use Button1 to click on a user interface + element (button, fader, menu, etc). + +
+ +
+ Context Click + + As in most graphical user interfaces today, a "context click" + (Button3) 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. + +
+ +
+ Delete & Edit Click + + 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 + ShiftButton3 + click and + CtrlButton3 + 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. + +
+
+ +
+ Clocks + + 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. + + + + Context clicking on a clock brings up a menu that allows you to modify + the display mode of that clock. The choices are: + + + + + + Audio Frames + + + + + + BBT (Bars,Beats,Ticks - musical tempo & meter based time) + + + + + + SMPTE + + + + + + Min:Sec + + + + + + Each clock mode has a number of different fields. For example, SMPTE + has hours, minutes, seconds, and video frames. + + + + 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 Return or + use the Tab key to advance through all remaining + fields. + +
+ +
+ Bar Controllers + + Bar controllers were inspired by a comment made by "Larry the O" in + Electronic Musician in 2001. + + + + 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. + + + + To graphically edit the value of the parameter represented by a bar + controller, press Button1 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. + +
+ +
+ Click Boxes + + Click boxes were also inspired by Larry's comment. + + + + 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. + + + + 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. + + + + + we are slowly eliminating click boxes in favor of bar controllers + + +
+ +
+ Panes + + 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. + +
- . - -
+ . + +
-
- No restrictions on track I/O configuration - - 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 - JACK , 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. - -
+
+ No restrictions on track I/O configuration + + 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 + JACK , 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. + +
-
- Your audio hardware is not the only I/O option - - Because Ardour uses JACK , 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. - -
+
+ Your audio hardware is not the only I/O option + + Because Ardour uses JACK , + 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. + +
- Region Context Menu - - 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: - - - - - - Popup region editor - - - creates and displays the editor for this region, allowing even more - specific control over the region than this menu - - - - - - Raise to top layer - - - moves the region to the top layer of this track (works only in "Most - recently added/moved/trimmed regions are higher" layer - mode - - - - - - Lower to bottom layer - - - moves the region to the bottom layer of this track (works only in "Most - recently added/moved/trimmed regions are higher" layer - mode - - - - - - Define sync point - - - if the edit cursor is within this region, defines the region sync point - at the edit cursor location. - - - - - - Remove sync point - - - - - - - Audition - - - plays this region via the auditioner - - - - - - Export - - - exports this region to a new audio file, via the export dialog (thus - allowing resampling, dithering, format specification etc.) - - - - - - Bounce - - - 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. - - - - - - Lock - - - prevents the region from being moved, trimmed, or modified in almost any - way. - - - - - - Unlock - - - removes the lock on region modification - - - - - - Mute - - - makes the region silent during playback - - - - - - Unmute - - - - - - - Toggle envelope visibility - - - shows/hides the region gain envelope - - - - - - Toggle envelope active - - - turns the region gain envelope on/off (the line is gray when the - envelope is off, green when it is on) - - - - - - Original position - - - if the region was recorded (and Broadcast WAVE was the native file - format) moves the region to its original capture position - - - - - - Normalize - - - alters the gain processing of the region so that the loudest sample is - at 0dBFS - - - - - - DeNormalize - - - undoes the effect of a normalize - - - - - - Reverse - - - writes the region to a new audio file with the contents reversed, and - replaces the region with one referring to the new file - - - - - - Nudge - - - moves the region in various ways - - - - - - Nudge fwd - - - moves the region forward by the amount shown in the nudge clock - - - - - - Nudge bwd - - - moves the region backward by the amount shown in the nudge clock - - - - - - Nudge fwd by capture offset - - - moves the region forward by the same offset that it might have been - (incorrectly) adjusted by when captured - - - - - - Nudge bwd by capture offset - - - moves the region backwards by the same offset that it might have been - (incorrectly) adjusted by when captured - - - - - - Trim - - - - - - - Start to edit cursor - - - adjusts the start of the region to the current position of the edit - cursor (if possible) - - - - - - Edit cursor to end - - - adjusts the end of the region to the current position of the edit cursor - (if possible) - - - - - - Split - - - if the edit cursor is within the region, splits the region at the editor - cursor location - - - - - - Make mono regions - - - 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. - - - - - - Duplicate - - - 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. - - - - - - Fill Track - - - 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. - - - - - - Remove - - - remove the region from the track (non-destructive) - - - - - - Destroy - - - 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. ( DESTRUCTIVE ) - - - - -
+ Working with Regions + + 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: + + + + + + the source audio file(s) they represent + + + + + + a starting point in the audio file(s) + + + + + + a length + + + + + + When placed into a + playlist, they gain + additional attributes: + + + + + + a position along the timeline + + + + + + a layer + + + + + + There are other attributes as well, but they do not + define the region. Things you should know about regions: + + + + + + Regions are Cheap + + + 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. + + + + + + Regions are not audio files + + + 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 Destroy 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 Export , + Bounce and Reverse + operations do create new audio files)). + + + + + +
+ Region Naming + + Regions are initially named using either: + + + + + + the name of the playlist for which they were recorded + + + + + + the name of the embedded/imported audio file they represent + + + + +
+ Whole File Region Names + + 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. + + + + 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. + + + + 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. + + + + 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. + +
+ +
+ Normal Region Names + + 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". + +
+ +
+ Copied Region Names + + 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. + +
+ +
+ Renaming Regions + + You can rename a region at any time. Use the region + context menu 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. + +
+
+ +
+ Selecting Regions + + In general, operations on regions apply to whichever regions are + currently selected . + + + + To select a single region, click on it using + Button1. + + + + To add an unselected region to the currently selected regions, click + on it using + ShiftButton1. + + + + To remove a selected region from the currently selected regions, click + on it using + ShiftButton1. + +
+ +
+ Removing Regions + + Select the region(s) to be removed. Then press the "Delete" key or use + the standard key binding for "Cut" ( + CtrlX by + default). + + + + 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. + +
+ +
+ Moving Regions + + To move a region, make sure you are in object + mouse mode. Move the mouse pointer into the waveform display part of + the region, press Button1 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 + for information on how to force the + region to align to certain kinds of points along the timeline. + + + + 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. + + +
+ Moving more than one region + + 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. + +
+ +
+ Fixed-time motion + + Sometimes, you want to move a region to another track, but keeping + its position along the timeline exactly the same. To do this, use + Button2 rather than + Button1. + +
+
+ +
+ Copying Regions + + To copy a region, make sure you are in object + mouse mode. Move the mouse pointer into the waveform press the + Ctrl key, keep it down while pressing + Button1 and drag. A new region is created + and will follow the mouse pointer as it moves. See + for more details on moving the copied + region around. + + +
+ Copying more than one region + + 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. + +
+ +
+ Fixed-time copying + + 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 + CtrlButton2 + instead of + CtrlButton1. + +
+
+ +
+ Trimming Regions + +
+ +
+ Auditioning Regions + +
+ +
+ Region Gain Envelopes + +
+ +
+ + Region Context Menu + + 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: + + + + + + Popup region editor + + + creates and displays the editor for this region, allowing even + more specific control over the region than this menu + + + + + + Raise to top layer + + + moves the region to the top layer of this track (works only in + "Most recently added/moved/trimmed regions are higher" + layer mode + + + + + + Lower to bottom layer + + + moves the region to the bottom layer of this track (works only + in "Most recently added/moved/trimmed regions are higher" + layer mode + + + + + + Define sync point + + + if the edit cursor is within this region, defines the region + sync point at the edit cursor location. + + + + + + Remove sync point + + + + + + + Audition + + + plays this region via the + auditioner + + + + + + Export + + + exports this region to a new audio file, via the export dialog + (thus allowing resampling, dithering, format specification etc.) + + + + + + Bounce + + + 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. + + + + + + Lock + + + prevents the region from being moved, trimmed, or modified in + almost any way. + + + + + + Unlock + + + removes the lock on region modification + + + + + + Mute + + + makes the region silent during playback + + + + + + Unmute + + + + + + + Toggle envelope visibility + + + shows/hides the region gain envelope + + + + + + Toggle envelope active + + + turns the region gain envelope on/off (the line is gray when the + envelope is off, green when it is on) + + + + + + Original position + + + if the region was recorded (and Broadcast WAVE was the native + file format) moves the region to its original capture position + + + + + + Normalize + + + alters the gain processing of the region so that the loudest + sample is at 0dBFS + + + + + + DeNormalize + + + undoes the effect of a normalize + + + + + + Reverse + + + writes the region to a new audio file with the contents + reversed, and replaces the region with one referring to the new + file + + + + + + Nudge + + + moves the region in various ways + + + + + + Nudge fwd + + + moves the region forward by the amount shown in the nudge clock + + + + + + Nudge bwd + + + moves the region backward by the amount shown in the nudge clock + + + + + + Nudge fwd by capture offset + + + moves the region forward by the same offset that it might have + been (incorrectly) adjusted by when captured + + + + + + Nudge bwd by capture offset + + + moves the region backwards by the same offset that it might have + been (incorrectly) adjusted by when captured + + + + + + Trim + + + + + + + Start to edit cursor + + + adjusts the start of the region to the current position of the + edit cursor (if possible) + + + + + + Edit cursor to end + + + adjusts the end of the region to the current position of the + edit cursor (if possible) + + + + + + Split + + + if the edit cursor is within the region, splits the region at + the editor cursor location + + + + + + Make mono regions + + + 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. + + + + + + Duplicate + + + 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. + + + + + + Fill Track + + + 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. + + + + + + Remove + + + remove the region from the track (non-destructive) + + + + + + Destroy + + + 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. ( + DESTRUCTIVE ) + + + + +
+ +./images/tango-icons/ +./images/tango-icons/ + + + + + + + Note + Warning + Caution + Tip + Important + Note + + +
+ + +

+ +

+
+ +
+
+ + + + + + + + + + + + + + +figure after +example after +equation after +table after +procedure before + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +set toc +book toc +article toc +chapter toc +qandadiv toc +qandaset toc +sect1 nop +sect2 nop +sect3 nop +sect4 nop +sect5 nop +section toc +part toc + + + +1 + + + -- cgit v1.2.3