diff options
author | Tim Mayberry <mojofunk@gmail.com> | 2007-02-15 03:49:43 +0000 |
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committer | Tim Mayberry <mojofunk@gmail.com> | 2007-02-15 03:49:43 +0000 |
commit | b8a6f94325c46a4129922ad3dbb61ca30761299b (patch) | |
tree | f6e688825a494d98ba9dd55157fe695f3d721985 /manual/xml/other_windows.xml | |
parent | 7f0f19597ae605c10d37a9f6e749c49c254d2700 (diff) |
Add a help target(the default target) and format target to the manual
Makefile
Reformat the docs, I explained in a prior commit why this modifies
every file
git-svn-id: svn://localhost/ardour2/trunk@1463 d708f5d6-7413-0410-9779-e7cbd77b26cf
Diffstat (limited to 'manual/xml/other_windows.xml')
-rw-r--r-- | manual/xml/other_windows.xml | 458 |
1 files changed, 234 insertions, 224 deletions
diff --git a/manual/xml/other_windows.xml b/manual/xml/other_windows.xml index d7dd436fc7..d3c2069937 100644 --- a/manual/xml/other_windows.xml +++ b/manual/xml/other_windows.xml @@ -5,230 +5,240 @@ ]> <section id="sn-other-windows"> - <title>Other Windows</title> - <para> - This page summarises various windows you will find in your travels through - Ardour that aren't available from the <guimenuitem>windows</guimenuitem> - menu in the editor. They aren't available because they are specific to a - particular object, like a mixer strip, and are launched from the object - itself. - </para> - - <section id="input-output-connections-editor"> - <title>Input/Output Connections Editor</title> - <para> - Selecting <guimenuitem>edit</guimenuitem> from the input drop-down menu on - a mixer strip will open this window, as will selecting - <guimenuitem>edit</guimenuitem> from the output button. The Input/Output - connections editor is one of the strangest interfaces known to man. After a - small amount of use, however, you will find it quite natural to use. - Because these two windows are identical except for 'input' being transposed - with 'output', we will cover the Input Connections Editor here and leave it - up to your imaginative self to work out what it all means in the output - window. - </para> - - <para> - When the window opens, you will be see that it is divided into two main - areas marked <guilabel>Inputs</guilabel> and <guilabel>Available - Connections</guilabel> . A third area contains buttons marked - <guibutton>rescan</guibutton>, <guibutton>OK</guibutton> and - <guibutton>Cancel</guibutton>. - </para> - - <para> - The <guilabel>Inputs</guilabel> area has two buttons marked <guibutton>add - input</guibutton> and <guibutton>clear connections</guibutton>. The - <guibutton>add input</guibutton> button adds an audio stream to the mixer - strip. - </para> - - <para> - In other words, if you currently have a two input channel, pressing - <guibutton>add input</guibutton> will make it a three input channel. If you - subsequently record on the corresponding track, each region will comprise - of three channels of audio taken from the inputs you have set in the area - below. - </para> - - <para> - Pressing <guibutton>clear connections</guibutton> will remove all - connections you have assigned in the area below. - </para> - - <para> - Speaking of "the area below", if you've used a template to create your new - session with, the input fields will aready be filled in with default values - that are determined by the number of channels your hardware supports. It - should be noted that by default, inputs are initially set to hardware - ports, as presumably you will be recording from a hardware device - initially. This doesn't indicate a preference on Ardour's part, as software - inputs are just as valid to Ardour as hardware ones. - </para> - - <para> - Anyway, in "the area below", notice that one input (probably labelled - <literal>in 1</literal>) is a lighter colour than the other. If you only - have one input at the moment, press <guibutton>add input</guibutton> just - to see the difference. You can remove an input by holding the control key - while right-clicking on the input name. - </para> - - <para> - The lighter coloured input is the one that will be added to when an output - in the <guilabel>Available connections</guilabel> area is clicked. If the - wrong input is highlighted, you can highlight the correct one by - left-clicking the text of the input name you desire. - </para> - - <para> - Note that you can "mux" as many inputs together as you like when doing - this, they just pile up on top of the last one. Be warned, though, that - they are all summed at unity gain. You can reach some fairly astonishing - levels by doing this a lot. - </para> - - <para> - If you click an output from the <guilabel>Available connections</guilabel> - area, the connection is added to that input's list, the connection is made - active, and the next input is made a lighter colour, indicating that it is - ready to accept your selection. This makes it a simple matter to assign - many connections rapidly. The transport does not have to be stopped to - change inputs or outputs (or anything, really) in Ardour. - </para> - - <para> - Removing assignments is achieved by left-clicking the relevant output in - the <guilabel>inputs</guilabel> area. As with most objects in Ardour, you - can also remove an assignment by holding the shift key while right-clicking - it. - </para> - - <para> - The Available connections area lists all available connections, sorted into - tabs which represent their associated hardware or software ports. The front - tab is always <literal>alsa_pcm</literal>. this represents the physical - ports on your computer. It should contain as many ports as hour hardware - has inputs. - </para> - - <para> - The next tab is Ardour. This tab lists all the connections that Ardour has - available, including inserts and sends. If you have some other Jack aware - programs running, they will be given tabs in this area which will - correspond to their Jack output ports. - </para> - - <para> - The <guibutton>rescan</guibutton> button searches for any new available - outputs. It may be necessary to use it if you have started a Jack - application after you open the window. - </para> - - <para> - The <guibutton>Cancel</guibutton> button closes the window <emphasis>XXX - what really happens?</emphasis> , as does the <guibutton>OK</guibutton> - button. - </para> - </section> - - <section id="ladspa-plugin-window"> - <title>The LADSPA Plugin Window</title> - <para> - This window opens when you double-left-click or control right-click a - plugin on a mixer strip. It allows you to adjust, store and automate the - controls presented by any LADSPA plugin. Because LADSPA plugins do not - contain graphical interface information, this window adapts itself to suit - the various controls presented by the plugin. The advantage of this system - is that each plugin appears consistently within Ardour. The disadvantage is - that with a few plugins, the controls seem to be laid out in a haphazard - fashion. This is not usually the case, however. - </para> - - <para> - Each plugin window will have a <guibutton>bypass</guibutton> switch in the - top left. Whenever you add a plugin, it's initial state will be bypass. The - button will be red and appear depressed. To activate the plugin, press the - <guibutton>bypass</guibutton> button. you should immediately hear the - plugin inserted in the signal path. All plugins that report their latency - are automatically time compensated sample-accurately. - </para> - - <para> - To the left of the bypass switch you will see the name of the plugin, the - author and the number of inputs and outputs that the plugin makes use of. - To the right will be a text entry area, a list selector and a - <guibutton>Save</guibutton> button. To save a combination of settings, - press the <guibutton>Save</guibutton> button. A window will appear asking - for the name of the preset. Enter a name, press <guibutton>OK</guibutton>, - and your new preset will appear on the list of saved settings. - </para> - - <para> - To restore a saved preset, select it from the list. The settings should - immediately be restored as you release the mouse button. - </para> - - <para> - The rest of the window consists of sliders and buttons which represent the - various controls available for the plugin. To move a slider, left click it - and slide the mouse horizontally over the range of the control. You can see - the numeric value and the bar change as you move the mouse. You can also - press the control key while moving for finer adjustments. - </para> - - <para> - Next to each control is an automation mode button. The default state is - <guimenuitem>off</guimenuitem>. To write automation information, press the - button and select <guimenuitem>write</guimenuitem> from the drop-down list. - After engaging the transport, movement of the control will be recorded for - playback when the <guimenuitem>play</guimenuitem> automation mode is - selected. <guimenuitem>Touch</guimenuitem> mode automatically switches from - <guimenuitem>play</guimenuitem> to <guimenuitem>write</guimenuitem> as the - control is first selected with the mouse button and released, respectively. - The automation data is accessible from the editor window, along with the - other automation data for the track. - </para> - </section> - - <section id="export-window"> - <title>The Export Window</title> - <para> - The export window appears when either <guimenuitem>export session to - audiofile</guimenuitem> or <guimenuitem>export range to - audiofile</guimenuitem> have been selected from the session menu. This - window enables an audio file to be rendered from either the master bus or - individual tracks in freewheel mode. A large range of audio file formats - are supported, as is the ability to export a CUE or TOC file representing - any CD index or track markers you may have in the session. Bit depth - reduction can be performed with three types of dither, or no dither. - </para> - </section> - - <section id="crossfade-editor-window"> - <title>The Crossfade Editor Window</title> - <para> - The crossfade editor will appear whenever you select <menuchoice> - <guimenu>crossfade</guimenu> <guisubmenu>edit</guisubmenu> </menuchoice> - from any active or inactive crossfade in the editor window. This window - allows you to customise the default crossfade that is automatically applied - when two regions overlap. Provision is made for auditioning different - elements of the crossfade, or the crossfade as a whole. - </para> - </section> - - <section id="locations-window"> - <title>the Locations Window</title> - <para> - The locations window provides a means to locate to and define points and - ranges in your session. Points and ranges may also be 'promoted' to be CD - Index or CD Track markers, respectively. Once promoted, they may be - exported to a standard T.O.C. or CUE file along with the exported audio - using the export window. The locations window will appear when <menuchoice> - <guimenu>windows</guimenu> <guisubmenu>locations</guisubmenu> </menuchoice> - is selected from the editor window. - </para> - </section> + <title>Other Windows</title> + <para> + This page summarises various windows you will find in your travels + through Ardour that aren't available from the + <guimenuitem>windows</guimenuitem> menu in the editor. They aren't + available because they are specific to a particular object, like a mixer + strip, and are launched from the object itself. + </para> + + <section id="input-output-connections-editor"> + <title>Input/Output Connections Editor</title> + <para> + Selecting <guimenuitem>edit</guimenuitem> from the input drop-down + menu on a mixer strip will open this window, as will selecting + <guimenuitem>edit</guimenuitem> from the output button. The + Input/Output connections editor is one of the strangest interfaces + known to man. After a small amount of use, however, you will find it + quite natural to use. Because these two windows are identical except + for 'input' being transposed with 'output', we will cover the Input + Connections Editor here and leave it up to your imaginative self to + work out what it all means in the output window. + </para> + + <para> + When the window opens, you will be see that it is divided into two + main areas marked <guilabel>Inputs</guilabel> and <guilabel>Available + Connections</guilabel> . A third area contains buttons marked + <guibutton>rescan</guibutton>, <guibutton>OK</guibutton> and + <guibutton>Cancel</guibutton>. + </para> + + <para> + The <guilabel>Inputs</guilabel> area has two buttons marked + <guibutton>add input</guibutton> and <guibutton>clear + connections</guibutton>. The <guibutton>add input</guibutton> button + adds an audio stream to the mixer strip. + </para> + + <para> + In other words, if you currently have a two input channel, pressing + <guibutton>add input</guibutton> will make it a three input channel. + If you subsequently record on the corresponding track, each region + will comprise of three channels of audio taken from the inputs you + have set in the area below. + </para> + + <para> + Pressing <guibutton>clear connections</guibutton> will remove all + connections you have assigned in the area below. + </para> + + <para> + Speaking of "the area below", if you've used a template to create your + new session with, the input fields will aready be filled in with + default values that are determined by the number of channels your + hardware supports. It should be noted that by default, inputs are + initially set to hardware ports, as presumably you will be recording + from a hardware device initially. This doesn't indicate a preference + on Ardour's part, as software inputs are just as valid to Ardour as + hardware ones. + </para> + + <para> + Anyway, in "the area below", notice that one input (probably labelled + <literal>in 1</literal>) is a lighter colour than the other. If you + only have one input at the moment, press <guibutton>add + input</guibutton> just to see the difference. You can remove an input + by holding the control key while right-clicking on the input name. + </para> + + <para> + The lighter coloured input is the one that will be added to when an + output in the <guilabel>Available connections</guilabel> area is + clicked. If the wrong input is highlighted, you can highlight the + correct one by left-clicking the text of the input name you desire. + </para> + + <para> + Note that you can "mux" as many inputs together as you like when doing + this, they just pile up on top of the last one. Be warned, though, + that they are all summed at unity gain. You can reach some fairly + astonishing levels by doing this a lot. + </para> + + <para> + If you click an output from the <guilabel>Available + connections</guilabel> area, the connection is added to that input's + list, the connection is made active, and the next input is made a + lighter colour, indicating that it is ready to accept your selection. + This makes it a simple matter to assign many connections rapidly. The + transport does not have to be stopped to change inputs or outputs (or + anything, really) in Ardour. + </para> + + <para> + Removing assignments is achieved by left-clicking the relevant output + in the <guilabel>inputs</guilabel> area. As with most objects in + Ardour, you can also remove an assignment by holding the shift key + while right-clicking it. + </para> + + <para> + The Available connections area lists all available connections, sorted + into tabs which represent their associated hardware or software ports. + The front tab is always <literal>alsa_pcm</literal>. this represents + the physical ports on your computer. It should contain as many ports + as hour hardware has inputs. + </para> + + <para> + The next tab is Ardour. This tab lists all the connections that Ardour + has available, including inserts and sends. If you have some other + Jack aware programs running, they will be given tabs in this area + which will correspond to their Jack output ports. + </para> + + <para> + The <guibutton>rescan</guibutton> button searches for any new + available outputs. It may be necessary to use it if you have started a + Jack application after you open the window. + </para> + + <para> + The <guibutton>Cancel</guibutton> button closes the window + <emphasis>XXX what really happens?</emphasis> , as does the + <guibutton>OK</guibutton> button. + </para> + </section> + + <section id="ladspa-plugin-window"> + <title>The LADSPA Plugin Window</title> + <para> + This window opens when you double-left-click or control right-click a + plugin on a mixer strip. It allows you to adjust, store and automate + the controls presented by any LADSPA plugin. Because LADSPA plugins do + not contain graphical interface information, this window adapts itself + to suit the various controls presented by the plugin. The advantage of + this system is that each plugin appears consistently within Ardour. + The disadvantage is that with a few plugins, the controls seem to be + laid out in a haphazard fashion. This is not usually the case, + however. + </para> + + <para> + Each plugin window will have a <guibutton>bypass</guibutton> switch in + the top left. Whenever you add a plugin, it's initial state will be + bypass. The button will be red and appear depressed. To activate the + plugin, press the <guibutton>bypass</guibutton> button. you should + immediately hear the plugin inserted in the signal path. All plugins + that report their latency are automatically time compensated + sample-accurately. + </para> + + <para> + To the left of the bypass switch you will see the name of the plugin, + the author and the number of inputs and outputs that the plugin makes + use of. To the right will be a text entry area, a list selector and a + <guibutton>Save</guibutton> button. To save a combination of settings, + press the <guibutton>Save</guibutton> button. A window will appear + asking for the name of the preset. Enter a name, press + <guibutton>OK</guibutton>, and your new preset will appear on the list + of saved settings. + </para> + + <para> + To restore a saved preset, select it from the list. The settings + should immediately be restored as you release the mouse button. + </para> + + <para> + The rest of the window consists of sliders and buttons which represent + the various controls available for the plugin. To move a slider, left + click it and slide the mouse horizontally over the range of the + control. You can see the numeric value and the bar change as you move + the mouse. You can also press the control key while moving for finer + adjustments. + </para> + + <para> + Next to each control is an automation mode button. The default state + is <guimenuitem>off</guimenuitem>. To write automation information, + press the button and select <guimenuitem>write</guimenuitem> from the + drop-down list. After engaging the transport, movement of the control + will be recorded for playback when the <guimenuitem>play</guimenuitem> + automation mode is selected. <guimenuitem>Touch</guimenuitem> mode + automatically switches from <guimenuitem>play</guimenuitem> to + <guimenuitem>write</guimenuitem> as the control is first selected with + the mouse button and released, respectively. The automation data is + accessible from the editor window, along with the other automation + data for the track. + </para> + </section> + + <section id="export-window"> + <title>The Export Window</title> + <para> + The export window appears when either <guimenuitem>export session to + audiofile</guimenuitem> or <guimenuitem>export range to + audiofile</guimenuitem> have been selected from the session menu. This + window enables an audio file to be rendered from either the master bus + or individual tracks in freewheel mode. A large range of audio file + formats are supported, as is the ability to export a CUE or TOC file + representing any CD index or track markers you may have in the + session. Bit depth reduction can be performed with three types of + dither, or no dither. + </para> + </section> + + <section id="crossfade-editor-window"> + <title>The Crossfade Editor Window</title> + <para> + The crossfade editor will appear whenever you select <menuchoice> + <guimenu>crossfade</guimenu> <guisubmenu>edit</guisubmenu> + </menuchoice> from any active or inactive crossfade in the editor + window. This window allows you to customise the default crossfade that + is automatically applied when two regions overlap. Provision is made + for auditioning different elements of the crossfade, or the crossfade + as a whole. + </para> + </section> + + <section id="locations-window"> + <title>the Locations Window</title> + <para> + The locations window provides a means to locate to and define points + and ranges in your session. Points and ranges may also be 'promoted' + to be CD Index or CD Track markers, respectively. Once promoted, they + may be exported to a standard T.O.C. or CUE file along with the + exported audio using the export window. The locations window will + appear when <menuchoice> <guimenu>windows</guimenu> + <guisubmenu>locations</guisubmenu> </menuchoice> is selected from the + editor window. + </para> + </section> <!-- <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" href="Some_Subsection.xml" /> |