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title = "Glossary"
description = "Terminology used in this Ardour tutorial"
chapter = false
weight = 2
#pre = "<b>1. </b>"
+++
This glossary offers brief definitions for many or the terms used throuhout the Ardour3 FLOSS Tutorial.
**Aggregate Device** (Mac OS X)
**Aggregate Device** (macOS)
: An Aggregate Device is one virtual soundcard made of of two or more
physical soundcards. PowerBooks and MacBooks made in 2007 or later will
need this set up in order for **JACK** to have both input and output
channels. This is set up in the **Audio MIDI Setup** application.
need this set up in order for _JACK_ to have both input and output
channels. This is set up in the _Audio MIDI Setup_ application.
**AIFF**
: A sound file format developed by Apple and commonly used for lossless
@ -24,10 +24,11 @@ functionality to the Linux operating system.
**Amplitude** (mixing)
: The strength of an audio signal. The scale of amplitude is
**logarithmic**, since it expresses the physical ratio of power between
_*logarithmic_, since it expresses the physical ratio of power between
one sound and another. Levels in digital audio systems are usually
represented as the number of Decibels below the clipping point of 0 dB.
See also **loudness**.
See also _loudness_.
**Arm** (Track to record/Ardour to record)
: Action that makes Ardour ready to start recording. Before recording in
Ardour, one or more tracks need to be armed first, and then Ardour needs
@ -41,17 +42,17 @@ intentional sound transformation.
**Attenuation**
: Reducing the **level** of an audio signal, usually measured using a
**logarithmic** scale. See also **gain**.
_logarithmic_ scale. See also _gain_.
**Audio MIDI Setup** (Mac OS X)
: The Audio MIDI Setup utility is a program that comes with the Mac OS X
**Audio MIDI Setup** (macOS)
: The Audio MIDI Setup utility is a program that comes with the macOS
operating system for adjusting the computer's audio input and output
configuration settings and managing MIDI devices.
**Audio Unit Plugins**
: Audio Unit (AU) is a plugin architecture in Mac OS X computers. It may
: Audio Unit (AU) is a plugin architecture in macOS computers. It may
be thought of as Apple's equivalent to the popular VST plugin format by
Steinberg. Mac OS X comes with a collection of AU plug-ins such as EQ
Steinberg. MacOS comes with a collection of AU plug-ins such as EQ
filters, dynamic processors, delay, reverb, time stretch, among others.
**Audition**
@ -76,23 +77,23 @@ amplitude usually sound louder.
**Bands** (equalization)
: The particular frequency regions to be boosted or attenuated in the
process of **Equalization**.
process of _Equalization_.
**Bars** (music)
: Same as 'measure', a bar is a metrical unit. In Western notation, it is
the space comprised between two vertical lines drawn through the staff.
The specific duration of a bar depends of its **time signature** and the
current **Tempo** of the music.
The specific duration of a bar depends of its _time signature_ and the
current _tempo_ of the music.
**Bass** (Frequencies)
: A generic way of referring to the lower frequencies of the **Spectrum**
: A generic way of referring to the lower frequencies of the _spectrum_
of a sound.
**Beat**
: The basic pulse underlying a piece of music.
**Beats per Minute**
: Beats per minute (BPM) is a measure of Tempo in music. A rate of 60
: Beats per minute (BPM) is a measure of tempo in music. A rate of 60
beats per minute means that one beat will occur every second; 120 bpm
equals two beats per second, and so on. BPM indications usually appear
at the beginning of a traditional musical score as a metronome mark (for
@ -103,11 +104,11 @@ example, "quarter note equals 60", meaning one quarter note per second).
or 1.
**Bit Depth**
: Refers to the number of bits used to write a **sample**. In the CD
: Refers to the number of bits used to write a _sample_. In the CD
standard, each sample of audio is represented by a 16-bit number. This
gives 2\^16 (two to the power of sixteen = 65,536) possible values that
a sample can have. A higher bit depth means a greater possible **dynamic
range**. Studio recordings are usually first made recorded with a bit
a sample can have. A higher bit depth means a greater possible _dynamic
range_. Studio recordings are usually first made recorded with a bit
depth of 24 (or even 32) to preserve as much detail before transfer to
CD. DVDs are made at 24 bit, while video games from the 1980s remain
famous for their distinctively rough "8 bit sound". Bit depth is also
@ -127,9 +128,9 @@ computer if you don't have an external sound card. In a laptop, they are
the common input (mic) and output (headphone) connections.
**Bus**
: A bus is similar to a **Track** except that it does not contain its
: A bus is similar to a track except that it does not contain its
own regions. You cannot record directly into a bus or drag regions into
it. The Mixer Strip vertically represents the signal flow of a bus,
it. The _Mixer_ strip vertically represents the signal flow of a bus,
whereas the Main Canvas horizontally displays time-based information for
each bus (such as automation lines).
@ -143,7 +144,7 @@ computer platforms and applications.
**CAF**
: CAF (Core Audio Format) is a file format for storing audio, developed by
Apple. It is compatible with Mac OS X 10.4 and higher. The Core Audio
Apple. It is compatible with macOS 10.4 and higher. The Core Audio
Format is designed to overcome limitations of older digital audio
formats, including AIFF and WAV. Just like the QuickTime .mov file
format, a .caf file format can contain many different audio formats,
@ -151,7 +152,7 @@ metadata tracks, and much more data.
**Center Frequency**
: In some EQ plugins, the user has the possibility of choosing the center
frequency for each of the Frequency Bands. The center frequency of a
frequency for each of the frequency bands. The center frequency of a
Band will be the one most sharply attenuated or reinforced by the
equalizer for that specific band. Frequencies surrounding the center
frequency will be less affected.
@ -164,7 +165,7 @@ referred to as "right-click".
**Clipping**
: Clipping occurs when a signal is too high in level to be reproduced. Any
samples too high in level will simply be truncated, resulting in
**distortion**, loss of audio detail, and artefact **frequencies** which
_distortion_, loss of audio detail, and artefact _frequencies_ which
were not present in the original sound.
**Clipping Point**
@ -173,19 +174,18 @@ the level of any sound is measured in how far below the clipping point
it is (-10 dB, -24 dB, etc).
**Clocks**
: The two big numerical displays near the top of the Editor Window. They
can display the time in a number of formats: Timecode, Bars:Beats,
Minutes:Seconds, and Samples.
: The two big numerical displays near the top of the _Editor_ window. They can
display the time in a number of formats: _Timecode_, _Bars:Beats_,
_Minutes:Seconds_, and _Samples_.
**Compile**
: FLOSS applications are distributed as source code, which is
human-readable but cannot be run as an actual application. To turn this
source code into a running application, it must first be Compiled. When
you download a disk image for Mac OS X or a software package from your
distribution (such as Ubuntu, Debian or Fedora), it has been compiled
for you already. However, if you wish to add features (such as support
for **VST Plugins**) which your distribution does not provide, then you
must Compile the application from source code yourself.
: FLOSS applications are distributed as source code, which is human-readable but
cannot be run as an actual application. To turn this source code into a running
application, it must first be Compiled. When you download a disk image for macOS
or a software package from your distribution (such as Ubuntu, Debian or Fedora),
it has been compiled for you already. However, if you wish to add features (such
as support for _VST Plugins_) which your distribution does not provide, then
you must compile the application from source code yourself.
**Compression**(DSP)
: Essentially, compression makes the quiet parts of a signal louder
@ -206,8 +206,8 @@ effect.
: The window in Jack that allows to manage all connections between audio
inputs and outputs.
**CoreAudio**(Mac OS X)
: CoreAudio provides audio functionality to the Mac OS X operating system.
**CoreAudio**(macOS)
: CoreAudio provides audio functionality to the macOS operating system.
**Cursor Modes**
: These are the six buttons just below the Transport commands in the
@ -218,29 +218,26 @@ Regions.
**Decibels**
: Decibel is a logarithmic scale used to measure many quantities,
including the **gain**, **level** or **loudness** of a signal. Decibel
including the gain_, level_ or loudness_ of a signal. Decibel
is usually abbreviated to dB and in digital audio usually denotes how
far under 0 dBFS (the **clipping** point of a system) a signal is.
far under 0 dBFS (the clipping_ point of a system) a signal is.
**Delay**(effect)
: The amount of time between one event and another. As an audio effect, a
delay takes an incoming sound signal and delays it for a certain length
of time. When mixed with the original sound, an "echo" is heard. By
using **feedback** to return the delayed signal back into the delay
(usually after lowering its **gain**), multiple echos with a **decay**
result.
**Delay** (effect)
: The amount of time between one event and another. As an audio effect, a delay
takes an incoming sound signal and delays it for a certain length of time. When
mixed with the original sound, an "echo" is heard. By using _feedback_ to return
the delayed signal back into the delay (usually after lowering its _gain_),
multiple echos with a _decay_ result.
**Destructive Editing/Recording**
: Destructive actions are those that permanently modify or erase the
original data (sound files) in the course of editing or recording.
: Destructive actions are those that permanently modify or erase the original
data (sound files) in the course of editing or recording.
**Distortion**
: Distortion occurs when an audio signal is changed in some way that
produces **frequencies** not present in the original. Distortion can be
**Distortion** : Distortion occurs when an audio signal is changed in some way
that produces _frequencies_ not present in the original. Distortion can be
deliberate or unwanted, and can be produced by driving the signal to a
**clipping**point, or by using mathematical transformations to alter the
shape (or "waveform") of the signal (usually referred to as
"waveshaping").
_clipping_point_, or by using mathematical transformations to alter the shape (or
"waveform") of the signal (usually referred to as "waveshaping").
**Disk Image (.dmg)**
: A disk image is a single file containing the complete contents and
@ -364,7 +361,7 @@ JACK-enabled audio programs on your computer. You must install JACK for
Linux or JackOSX before you can use Ardour.
**JackOSX** (OS X)
: The name of the version of **JACK** that runs on Mac OS X. See **JACK**
: The name of the version of **JACK** that runs on macOS. See **JACK**
for more details.
**JackPilot**
@ -585,7 +582,7 @@ equalizers are examples of plugins that can be used in Ardour in
association with Tracks or Busses.
**Portaudio**
: A free and open source set of **audio drivers**for Linux and Mac OS X.
: A free and open source set of **audio drivers**for Linux and macOS.
**Post-Fader** (Plugin or Send)
: In the Mixer Strip, the post-fader area is the black space below the
@ -762,7 +759,7 @@ common in scores (Allegro, Adagio, Very Fast, etc).
**Terminal**
: A "terminal" is the text-based interface that allows to operate a
computer by typing commands into it. Most computer users today rely
solely on a graphical interface to control their systems. Both Mac OS X
solely on a graphical interface to control their systems. Both macOS
and Linux though, include a terminal which may make some tasks easier
for some users.

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+++
title = "How to contribute"
description = "How to contribute to this intro tutorial"
chapter = false
weight = 5
+++

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+++
title = "License"
description = "This tutorial's license"
chapter = false
weight = 4
+++

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+++
title = "Editing sessions"
description = "The basics of editing Ardour sessions"
chapter = true
weight = 4
pre = "<b>4. </b>"

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+++
title = "Recording"
description = "Learn how to route signal and record audio"
description = "Learn how to route signal and record audio with Ardour"
chapter = true
weight = 3
pre = "<b>3. </b>"

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@ -16,7 +16,7 @@ your computer which have been connected to Ardour via JACK. Please see the
This section will show you how to record audio from an external source (for
example, a microphone) onto a track in Ardour.
![Editor Mixer Input](en/ardour7-editor-mixer-input.png)
{{< figure alt="Editor Mixer Input" src="en/ardour7-editor-mixer-input.png" >}}
First, you should check that the proper inputs have been routed to the
track you wish to record to.
@ -25,7 +25,7 @@ track you wish to record to.
volume slider.
2. The track becomes highlighted.
![Highlighting a track](en/ardour7-audio-1-highlight.gif)
{{< figure alt="Highlighting a track" src="en/ardour7-audio-1-highlight.gif)
3. The vertical _Editor Mixer_ strip located on the left side of the _Editor_
window should now show the track you just selected (*Audio 1* in the image
@ -47,7 +47,7 @@ whether you are using a macOS, Windows, or Linux computer. If you don't see a
connection named *system capture_1*, look for whichever connection name is
likely to be your input microphone.
![Audio 1 input](en/ardour7-audio-1-input.png) 
{{< figure alt="Audio 1 input" src="en/ardour7-audio-1-input.png" >}} 
The tabs that you see displayed vertically on the left are available
sources. "*Audio 1 in*" on the bottom right is the
@ -85,7 +85,7 @@ checked that the proper capture inputs have been routed to the Track, you can
arm the Track to record by clicking on the small red icon on the horizontal
track strip (not the big one in the Transport controls).
![Arming Track](en/ardour7-arming-the-track.png) 
{{< figure alt="Arming Track" src="en/ardour7-arming-the-track.png" >}} 
When properly armed, the small red icon will remain highlighted, and you will be
able to see the incoming signal by looking at the _peak meter_ on the _Editor
@ -111,7 +111,7 @@ recording, click on the **Play** button in the _Transport_ menu, or press the
space bar of your computer keyboard. Clicking the **Play** button again (or
pressing the space bar) will stop recording.
![Recording](en/ardour7-recording.png)
{{< figure alt="Recording" src="en/ardour7-recording.png" >}}
While recording, the armed track will capture the sounds from the input. Any
existing sound on other tracks will play normally during the recording. This
@ -129,7 +129,7 @@ The audio in the screenshot below was recorded too loud and produced _clipping_
represented digitally), which results in a loss of information and audible
distortion. The clipped peaks in the waveform are marked in red.
![Clipping](en/ardour7-clipping.png)
{{< figure alt="Clipping" src="en/ardour7-clipping.png" >}}
The best and easiest way to avoid clipping is have some control over the volume
of the incoming audio signal before it gets to the sound card. For example, you
@ -159,7 +159,7 @@ where it was recorded, with different takes being automatically numbered. In the
screenshot below, "*Audio 1-1*" and "*Audio 1-2*" represent two different
recordings made on a track named "*Audio 1*".
![Region List Rec](en/ardour7-region-list-recording.png)
{{< figure alt="Region List Rec" src="en/ardour7-region-list-recording.png" >}}
You might want to plan ahead and organize your recording session by giving
appropriate names to different tracks. For example, a track used only for
@ -171,7 +171,7 @@ such as "Audio 1".
To rename a track, just double-click on its name (before you arm the track to
record) and type in the new name.
![Rename Track](en/ardour7-rename-track.png)
{{< figure alt="Rename Track" src="en/ardour7-rename-track.png" >}}
{{% notice tip %}}
Did we mention how important it is to **save your work often**? Hit **Ctrl + S**
@ -189,5 +189,5 @@ soundcard, or from other JACK-enabled audio programs on your computer, you
should also have a look at the [Understanding
Routing](../understanding-routing) chapter.
Next: [Arranging tracks](../../editing-sessions/arranging-tracks/) or
[Understanding routing](../understanding-routing)
Next: [ARRANGING TRACKS](../../editing-sessions/arranging-tracks/) or
[UNDERSTANDING ROUTING](../understanding-routing)

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+++
title = "Routing between applications"
description = "Routing signal from one JACK client to another"
chapter = false
weight = 7
#pre = "<b>1. </b>"
+++
Sometimes you may need to record the audio output of another program into
@ -55,7 +55,7 @@ The procedure is essentially the same: create a mono or stereo track to
record the audio, set that track's inputs to the desired source, and
record as usual.
![Hydrogen](en/ardour7-hydrogen.png)
{{< figure src="en/ardour7-hydrogen.png" alt="Hydrogen" >}}
The screenshot above was taken while recording a drum pattern from Hydrogen
directly into an Ardour tracks named _Drum N_ where N is a number from 1 to 18.

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@ -3,7 +3,6 @@ title = "Understanding routing"
description = "Routing signal in Ardour"
chapter = false
weight = 2
#pre = "<b>1. </b>"
featherlight = false
+++
@ -39,7 +38,7 @@ way to make connections to, from ,and within Ardour's mixer. You can open this
window with the shortcut **Alt + P**, or through the
`Window > Audio Connections` menu.
![_Audio Connection Manager_](en/ardour7-audio-connections-in-menu.png) 
{{< figure alt="Audio Connection Manager" src="en/ardour7-audio-connections-in-menu.png" >}} 
The patchbay presents two groups of ports; one set of sources, and one of
destinations. Sources and destinations are organized by tabs. The available
@ -52,7 +51,7 @@ in the bottom. This means that the matrix you see displays connections from
available hardware sound sources (for example, a microphone), into existing
Ardour tracks. 
![ACM 1](en/ardour7-audio-connection-manager-1.png) 
{{< figure alt="ACM 1" src="en/ardour7-audio-connection-manager-1.png" >}} 
The green dots represent a connection. The screenshot above tells us that
incoming sounds from _capture\_1_ (the first input source of your soundcard, or
@ -69,15 +68,15 @@ vertical tab) into Ardour busses (selected horizontal tab). As mentioned
earlier, the default setting for all _Ardour Tracks_ is that their sound goes to
the _Master_ bus.
![ACM 2](en/ardour7-audio-connection-manager-2.png)
{{< figure alt="ACM 2" src="en/ardour7-audio-connection-manager-2.png" >}}
Note: remember that _Audio 1_ is a Mono track? We saw it in the earlier
screenshot that _Audio 1_ only has one input slot. But now on the screenshot
above you see that "Audio 1" has two outputs (Left and Right). This is normal:
above you see that "Audio 1" has two outputs (left and right). This is normal:
we define whether a track is Mono or Stereo by its *number of inputs*, not
outputs. Mono tracks will hold a single channel of audio, but you can still
choose to place the sound on the left or the right speaker (or anywhere in
between). More on this in the chapter **Panning**.
between). For more on this please see the _Panning_ chapter.
Finally, let's explore a couple more tabs in the _Audio Connection Manager_ to
see the sound going from the _Master_ bus to the actual hardware outputs (your
@ -110,7 +109,7 @@ connection line. Here is how you do it:
In the following example session, there are two guitar tracks and one
unused bus called _Guitar_ bus, all Stereo.
![ACM 4](en/ardour7-audio-connection-manager-4.png) 
{{< figure alt="ACM 4" src="en/ardour7-audio-connection-manager-4.png" >}} 
Suppose you want to send the output from the two guitar tracks to the _Guitar_
bus instead of the _Master_ bus. This can be useful to control the volume of
@ -125,7 +124,7 @@ destinations (horizontal bottom tabs). Undo existing connections from both
tracks to _Master_. Then create connections from both tracks to _Guitar_ bus.
The final result would look like this:
![ACM 5](en/ardour7-audio-connection-manager-5.png) 
{{< figure alt="ACM 5" src="en/ardour7-audio-connection-manager-5.png" >}} 
Now both guitar tracks are routed to the _Guitar_ bus, and no longer directly
connected to the _Master_ bus. We then make sure that the _Guitar_ bus is, by
@ -149,7 +148,7 @@ of the strip. Clicking on either one will show you a menu of connection
options. In the screenshot below, for example, you would click on the **1/2**
button right under the track name _Guitar 1_ in order to access this menu:
![Editor Mixer In Out](en/ardour7-editor-mixer-in-out.png)
{{< figure alt="Editor Mixer In Out" src="en/ardour7-editor-mixer-in-out.png" >}}
You may select a connection right there from the menu, or choose _Routing Grid_
to see a simpler version of the _Audio Connection Manager_ with only the
@ -163,10 +162,9 @@ applications like _Qjackctl_ or _Catia_, depending on your operating system.
Below is an example of a _Catia_ window (Linux only) displaying the same JACK
connections discussed above:
![Catia](en/Ardour4_Catia_Example.png)
{{< figure alt="Catia" src="en/Ardour4_Catia_Example.png" >}}
Continuing
----------
## Continuing
In this chapter, we covered how to manage routing inside Ardour, or between
Ardour and the sound card. However, one of the strengths of using the JACK