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diff --git a/manual/xml/other_windows.xml b/manual/xml/other_windows.xml new file mode 100644 index 0000000000..d3c2069937 --- /dev/null +++ b/manual/xml/other_windows.xml @@ -0,0 +1,246 @@ +<?xml version="1.0" standalone="no"?> + +<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [ + +]> + +<section id="sn-other-windows"> + <title>Other Windows</title> + <para> + This page summarises various windows you will find in your travels + through Ardour that aren't available from the + <guimenuitem>windows</guimenuitem> menu in the editor. They aren't + available because they are specific to a particular object, like a mixer + strip, and are launched from the object itself. + </para> + + <section id="input-output-connections-editor"> + <title>Input/Output Connections Editor</title> + <para> + Selecting <guimenuitem>edit</guimenuitem> from the input drop-down + menu on a mixer strip will open this window, as will selecting + <guimenuitem>edit</guimenuitem> from the output button. The + Input/Output connections editor is one of the strangest interfaces + known to man. After a small amount of use, however, you will find it + quite natural to use. Because these two windows are identical except + for 'input' being transposed with 'output', we will cover the Input + Connections Editor here and leave it up to your imaginative self to + work out what it all means in the output window. + </para> + + <para> + When the window opens, you will be see that it is divided into two + main areas marked <guilabel>Inputs</guilabel> and <guilabel>Available + Connections</guilabel> . A third area contains buttons marked + <guibutton>rescan</guibutton>, <guibutton>OK</guibutton> and + <guibutton>Cancel</guibutton>. + </para> + + <para> + The <guilabel>Inputs</guilabel> area has two buttons marked + <guibutton>add input</guibutton> and <guibutton>clear + connections</guibutton>. The <guibutton>add input</guibutton> button + adds an audio stream to the mixer strip. + </para> + + <para> + In other words, if you currently have a two input channel, pressing + <guibutton>add input</guibutton> will make it a three input channel. + If you subsequently record on the corresponding track, each region + will comprise of three channels of audio taken from the inputs you + have set in the area below. + </para> + + <para> + Pressing <guibutton>clear connections</guibutton> will remove all + connections you have assigned in the area below. + </para> + + <para> + Speaking of "the area below", if you've used a template to create your + new session with, the input fields will aready be filled in with + default values that are determined by the number of channels your + hardware supports. It should be noted that by default, inputs are + initially set to hardware ports, as presumably you will be recording + from a hardware device initially. This doesn't indicate a preference + on Ardour's part, as software inputs are just as valid to Ardour as + hardware ones. + </para> + + <para> + Anyway, in "the area below", notice that one input (probably labelled + <literal>in 1</literal>) is a lighter colour than the other. If you + only have one input at the moment, press <guibutton>add + input</guibutton> just to see the difference. You can remove an input + by holding the control key while right-clicking on the input name. + </para> + + <para> + The lighter coloured input is the one that will be added to when an + output in the <guilabel>Available connections</guilabel> area is + clicked. If the wrong input is highlighted, you can highlight the + correct one by left-clicking the text of the input name you desire. + </para> + + <para> + Note that you can "mux" as many inputs together as you like when doing + this, they just pile up on top of the last one. Be warned, though, + that they are all summed at unity gain. You can reach some fairly + astonishing levels by doing this a lot. + </para> + + <para> + If you click an output from the <guilabel>Available + connections</guilabel> area, the connection is added to that input's + list, the connection is made active, and the next input is made a + lighter colour, indicating that it is ready to accept your selection. + This makes it a simple matter to assign many connections rapidly. The + transport does not have to be stopped to change inputs or outputs (or + anything, really) in Ardour. + </para> + + <para> + Removing assignments is achieved by left-clicking the relevant output + in the <guilabel>inputs</guilabel> area. As with most objects in + Ardour, you can also remove an assignment by holding the shift key + while right-clicking it. + </para> + + <para> + The Available connections area lists all available connections, sorted + into tabs which represent their associated hardware or software ports. + The front tab is always <literal>alsa_pcm</literal>. this represents + the physical ports on your computer. It should contain as many ports + as hour hardware has inputs. + </para> + + <para> + The next tab is Ardour. This tab lists all the connections that Ardour + has available, including inserts and sends. If you have some other + Jack aware programs running, they will be given tabs in this area + which will correspond to their Jack output ports. + </para> + + <para> + The <guibutton>rescan</guibutton> button searches for any new + available outputs. It may be necessary to use it if you have started a + Jack application after you open the window. + </para> + + <para> + The <guibutton>Cancel</guibutton> button closes the window + <emphasis>XXX what really happens?</emphasis> , as does the + <guibutton>OK</guibutton> button. + </para> + </section> + + <section id="ladspa-plugin-window"> + <title>The LADSPA Plugin Window</title> + <para> + This window opens when you double-left-click or control right-click a + plugin on a mixer strip. It allows you to adjust, store and automate + the controls presented by any LADSPA plugin. Because LADSPA plugins do + not contain graphical interface information, this window adapts itself + to suit the various controls presented by the plugin. The advantage of + this system is that each plugin appears consistently within Ardour. + The disadvantage is that with a few plugins, the controls seem to be + laid out in a haphazard fashion. This is not usually the case, + however. + </para> + + <para> + Each plugin window will have a <guibutton>bypass</guibutton> switch in + the top left. Whenever you add a plugin, it's initial state will be + bypass. The button will be red and appear depressed. To activate the + plugin, press the <guibutton>bypass</guibutton> button. you should + immediately hear the plugin inserted in the signal path. All plugins + that report their latency are automatically time compensated + sample-accurately. + </para> + + <para> + To the left of the bypass switch you will see the name of the plugin, + the author and the number of inputs and outputs that the plugin makes + use of. To the right will be a text entry area, a list selector and a + <guibutton>Save</guibutton> button. To save a combination of settings, + press the <guibutton>Save</guibutton> button. A window will appear + asking for the name of the preset. Enter a name, press + <guibutton>OK</guibutton>, and your new preset will appear on the list + of saved settings. + </para> + + <para> + To restore a saved preset, select it from the list. The settings + should immediately be restored as you release the mouse button. + </para> + + <para> + The rest of the window consists of sliders and buttons which represent + the various controls available for the plugin. To move a slider, left + click it and slide the mouse horizontally over the range of the + control. You can see the numeric value and the bar change as you move + the mouse. You can also press the control key while moving for finer + adjustments. + </para> + + <para> + Next to each control is an automation mode button. The default state + is <guimenuitem>off</guimenuitem>. To write automation information, + press the button and select <guimenuitem>write</guimenuitem> from the + drop-down list. After engaging the transport, movement of the control + will be recorded for playback when the <guimenuitem>play</guimenuitem> + automation mode is selected. <guimenuitem>Touch</guimenuitem> mode + automatically switches from <guimenuitem>play</guimenuitem> to + <guimenuitem>write</guimenuitem> as the control is first selected with + the mouse button and released, respectively. The automation data is + accessible from the editor window, along with the other automation + data for the track. + </para> + </section> + + <section id="export-window"> + <title>The Export Window</title> + <para> + The export window appears when either <guimenuitem>export session to + audiofile</guimenuitem> or <guimenuitem>export range to + audiofile</guimenuitem> have been selected from the session menu. This + window enables an audio file to be rendered from either the master bus + or individual tracks in freewheel mode. A large range of audio file + formats are supported, as is the ability to export a CUE or TOC file + representing any CD index or track markers you may have in the + session. Bit depth reduction can be performed with three types of + dither, or no dither. + </para> + </section> + + <section id="crossfade-editor-window"> + <title>The Crossfade Editor Window</title> + <para> + The crossfade editor will appear whenever you select <menuchoice> + <guimenu>crossfade</guimenu> <guisubmenu>edit</guisubmenu> + </menuchoice> from any active or inactive crossfade in the editor + window. This window allows you to customise the default crossfade that + is automatically applied when two regions overlap. Provision is made + for auditioning different elements of the crossfade, or the crossfade + as a whole. + </para> + </section> + + <section id="locations-window"> + <title>the Locations Window</title> + <para> + The locations window provides a means to locate to and define points + and ranges in your session. Points and ranges may also be 'promoted' + to be CD Index or CD Track markers, respectively. Once promoted, they + may be exported to a standard T.O.C. or CUE file along with the + exported audio using the export window. The locations window will + appear when <menuchoice> <guimenu>windows</guimenu> + <guisubmenu>locations</guisubmenu> </menuchoice> is selected from the + editor window. + </para> + </section> +<!-- + <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" + href="Some_Subsection.xml" /> + --> +</section> |