Add a section on the Recorder window
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title = "Importing audio"
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title = "Importing audio"
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description = "Importing audio to Ardour tracks"
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chapter = false
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chapter = false
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weight = 4
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weight = 4
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#pre = "<b>1. </b>"
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#pre = "<b>1. </b>"
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Sections of audio are known as **Regions** in Ardour. A Region can be an
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Sections of audio are known as **Regions** in Ardour. A Region can be an entire
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entire sound file or a portion of it. Here you will learn how to import
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sound file or a portion of it. Here you will learn how to import audio files
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audio files from the hard drive of your computer so they can be used in
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from the hard drive of your computer so they can be used in your Ardour session.
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your Ardour session.
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To import an audio file into your session, you will use the *Add existing media*
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To import an audio file into your session, you will use the *Add existing media*
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dialog. Use the shortcut **Ctrl+I** to get to this window, or alternatively go
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dialog. Use the shortcut **Ctrl+I** to get to this window, or alternatively go
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to the `Session > Import` menu).
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to the `Session > Import` menu).
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On the left side of this dialog
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On the left side of this dialog you will see a file browser which allows you to
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you will see a file browser which allows you to search your hard drive
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search your hard drive for appropriate sound files to add (preferably, start
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for appropriate sound files to add (preferably, start with a common file
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with a common file format, such as WAV or AIFF).
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format, such as WAV or AIFF).
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![Add Media](en/Ardour5_Add_Existing_Media.png)
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![Add Media](en/Ardour5_Add_Existing_Media.png)
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At the lower left corner there is a menu
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At the lower left corner there is a menu which indicates how these files will be
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which indicates how these files will be added. "*Add files as new
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added. "*Add files as new tracks*" will import audio files and place them on a
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tracks*" will import audio files and place them on a newly created
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newly created track. "*Add files to region list*" will simply import audio files
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track. "*Add files to region list*" will simply import audio files into
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into the Region List, without creating any new tracks. **Choose this option
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the Region List, without creating any new tracks. **Choose this option
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now**, as we don't want Ardour to create any tracks at this point.
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now**, as we don't want Ardour to create any tracks at this point.
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![Add Media](en/Ardour5_Add_Files_To_Region_List.png)
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![Add Media](en/Ardour5_Add_Files_To_Region_List.png)
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@ -37,21 +35,23 @@ large collection of Public Domain and Creative Commons–licensed samples in a
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variety of sample rates and formats.
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variety of sample rates and formats.
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{{% /notice %}}
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{{% /notice %}}
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On the right side of the **Add existing media** dialog you will see a
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On the right side of the **Add existing media** dialog you will see a section
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section allowing you to inspect the properties of the file you selected.
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allowing you to inspect the properties of the file you selected. Here you will
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Here you will see the name, number of channels, sample rate, format and
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see the name, number of channels, sample rate, format and length of the sound
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length of the sound file, along with any tags you have chosen to add to
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file, along with any tags you have chosen to add to the file.
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the file.
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The **Play** button allows you to preview the file. You can also select **Auto-play** if you would like to hear a sound file immediately as soon as you click on it in the file browser (without having to push the Play button).
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The **Play** button allows you to preview the file. You can also select
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**Auto-play** if you would like to hear a sound file immediately as soon as you
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click on it in the file browser (without having to push the Play button).
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You will notice that the option **Copy Files to Session** is checked by default. This will make a copy of the imported file(s) into the folder of the current session. This
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You will notice that the option **Copy Files to Session** is checked by default.
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is safer, but it uses more disk space. If you
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This will make a copy of the imported file(s) into the folder of the current
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uncheck this option (not recommended!), Ardour will use the sound file from its current location on
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session. This is safer, but it uses more disk space. If you uncheck this option
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the hard drive. In this case, if the file is moved to a new location on
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(not recommended!), Ardour will use the sound file from its current location on
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the hard drive, you will run into trouble, because Ardour won't be able
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the hard drive. In this case, if the file is moved to a new location on the hard
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to find it the next time you open this session. **It is highly recommend
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drive, you will run into trouble, because Ardour won't be able to find it the
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that you leave this box checked ("Copy files to session")**.
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next time you open this session. **It is highly recommend that you leave this
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box checked ("Copy files to session")**.
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Click **OK** to proceed.
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Click **OK** to proceed.
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@ -62,28 +62,40 @@ The file(s) you have imported will appear listed in your Region List. The Region
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![Editor List](en/Ardour4_RegionList_EditorList.png)
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![Editor List](en/Ardour4_RegionList_EditorList.png)
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{{% notice tip %}}
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{{% notice tip %}}
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An alternative method to access the **Add Existing Media** window is actually to Right-Click directly on the **Editor List** box. Make sure the **Regions** tab is selected. Right-Click on an empty part of the Editor List, then choose *Import to Region List* to open the same **Add Existing Media** dialog box that you have seen before.
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An alternative method to access the **Add Existing Media** window is actually to
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Right-Click directly on the **Editor List** box. Make sure the **Regions** tab
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is selected. Right-Click on an empty part of the Editor List, then choose
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*Import to Region List* to open the same **Add Existing Media** dialog box that
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you have seen before.
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{{% /notice %}}
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{{% /notice %}}
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![Region List](en/Ardour4_Import_To_Region_List.png)
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![Region List](en/Ardour4_Import_To_Region_List.png)
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Once you have successfully embedded your audio files in the Region List, they should all be listed there. In the screenshot below, three files were imported: "*toaster\_8*", "*short-drone-mono*", and "*wheels-mono*". The number \[2\] right after "*toaster\_8*" indicates it is a stereo file. The other files without the number \[2\] are mono files.
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Once you have successfully embedded your audio files in the Region List, they
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should all be listed there. In the screenshot below, three files were imported:
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"*toaster\_8*", "*short-drone-mono*", and "*wheels-mono*". The number \[2\]
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right after "*toaster\_8*" indicates it is a stereo file. The other files
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without the number \[2\] are mono files.
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![Toaster](en/Ardour4_Region_List_Stereo_File.png)
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![Toaster](en/Ardour4_Region_List_Stereo_File.png)
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By dragging and dropping an audio file listed on the Region List onto the Main Canvas, you can insert
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By dragging and dropping an audio file listed on the Region List onto the Main
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it in an existing track. If you drag it into an existing track, it will be added there. If you drag onto the empty space beneath existing tracks, a new track will be automatically created to accommodate it.
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Canvas, you can insert it in an existing track. If you drag it into an existing
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track, it will be added there. If you drag onto the empty space beneath existing
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tracks, a new track will be automatically created to accommodate it.
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Release the mouse-click to complete the drag-and-drop operation. The
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Release the mouse-click to complete the drag-and-drop operation. The Region will
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Region will be inserted at the exact time point where you dropped it.
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be inserted at the exact time point where you dropped it.
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{{% notice tip %}}
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{{% notice tip %}}
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If a sound file is selected in the Editor List (i.e., if it is highlighted in blue), the next time you click on that file name Ardour will think you are trying to rename the Region (the name will
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If a sound file is selected in the Editor List (i.e., if it is highlighted in
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become editable). More likely you were just trying to click to drag and drop the file onto a track. In order to click and drag a previously **highlighted** region from the list, you need to point and
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blue), the next time you click on that file name Ardour will think you are
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click in the empty space right before or after the name.
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trying to rename the Region (the name will become editable). More likely you
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were just trying to click to drag and drop the file onto a track. In order to
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click and drag a previously **highlighted** region from the list, you need to
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point and click in the empty space right before or after the name.
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{{% /notice %}}
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{{% /notice %}}
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Important: always make sure you are placing Stereo Regions on Stereo
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Important: always make sure you are placing Stereo Regions on Stereo
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Tracks. If you drag a Stereo file onto a Mono Audio Track, only the left
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Tracks. If you drag a Stereo file onto a Mono Audio Track, only the left
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channel will be used. In the screenshot below, a stereo file with very
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channel will be used. In the screenshot below, a stereo file with very
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#pre = "<b>1. </b>"
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#pre = "<b>1. </b>"
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+++
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The Editor Window
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-----------------
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When you create a new session, Ardour opens an empty new window called
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When you create a new session, Ardour opens an empty new window called
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the **Editor Window**. The Editor Window is the most important window in
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the **Editor Window**. The Editor Window is the most important window in
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Ardour, as this is how you will control the program as well as see and
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Ardour, as this is how you will control the program as well as see and
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@ -36,22 +33,21 @@ extensively in dedicated chapters later on.
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The **Transport Menu** controls include the following buttons:
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The **Transport Menu** controls include the following buttons:
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- MIDI Panic
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- MIDI Panic
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- Enable/Disable audio click (metronome)
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- Enable/Disable audio click (metronome)
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- Rewind
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- Rewind
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- Fast forward
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- Fast forward
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- Loop playback
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- Loop playback
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- Play range/selection
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- Play range/selection
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- Play from playhead
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- Play from playhead
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- Stop
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- Stop
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- Record-enable
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- Record-enable
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- Jog/shuttle controls
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- Jog/shuttle controls
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### Clocks
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### Clocks
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![Clocks](en/Ardour6_Clocks.png)
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![Clocks](en/Ardour6_Clocks.png)
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The main **Clocks** are located next to the transport controls. Clocks
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The main **Clocks** are located next to the transport controls. Clocks
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in Ardour can display time in 4 different formats: Time Code,
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in Ardour can display time in 4 different formats: Time Code,
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Bars:Beats, Minutes:Seconds, and Samples. Right-click on the clock to
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Bars:Beats, Minutes:Seconds, and Samples. Right-click on the clock to
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@ -71,20 +67,21 @@ the main canvas and the different functions the cursor can have. There
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are three Edit Modes in the drop-down menu: **Slide**, **Ripple**, and **Lock**. To the right of the Smart button are the
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are three Edit Modes in the drop-down menu: **Slide**, **Ripple**, and **Lock**. To the right of the Smart button are the
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Cursor Modes:
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Cursor Modes:
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- **Smart Mode** (shortcut *"Y"*)
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- **Smart Mode** (shortcut *"Y"*)
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- **Grab Mode** (shortcut *"G"*)
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- **Grab Mode** (shortcut *"G"*)
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- **Range Mode** (shortcut *"R"*)
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- **Range Mode** (shortcut *"R"*)
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- **Cut Mode** (shortcut *"C"*)
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- **Cut Mode** (shortcut *"C"*)
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- **Stretch Mode** (shortcut *"T"*)
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- **Stretch Mode** (shortcut *"T"*)
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- **Audition Mode**
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- **Audition Mode**
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- **Draw Mode** (shortcut *"D"*)
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- **Draw Mode** (shortcut *"D"*)
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- **Internal Edit Mode** (shortcut *"E"*)
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- **Internal Edit Mode** (shortcut *"E"*)
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Most of them are discussed in the **Working With Regions**
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Most of them are discussed in the **Working With Regions** chapter. The last two
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chapter. The last two are discussed in the **Using Automation** chapter.
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are discussed in the **Using Automation** chapter.
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The **Smart Mode** is actually a combination of Grab Mode and Range Mode. When enabled, the mouse behaves as if it is in "Range Mode" in the upper half of a region, and in "Grab Mode" in the
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The **Smart Mode** is actually a combination of Grab Mode and Range Mode. When
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lower half.
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enabled, the mouse behaves as if it is in "Range Mode" in the upper half of a
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region, and in "Grab Mode" in the lower half.
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### Snap Options
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### Snap Options
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@ -124,8 +121,7 @@ expand and shrink all tracks and busses vertically. Use the drop-down menu to ch
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For further information on other buttons and displays on the main
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For further information on other buttons and displays on the main
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interface, please refer to the [Ardour Manual](http://manual.ardour.org/ "Ardour Manual").
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interface, please refer to the [Ardour Manual](http://manual.ardour.org/ "Ardour Manual").
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Main Canvas
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## Main Canvas
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-----------
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The main canvas is just below the top rows of controls described above.
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The main canvas is just below the top rows of controls described above.
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It basically comprises the **Rulers**, the space where **Tracks** and
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It basically comprises the **Rulers**, the space where **Tracks** and
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#pre = "<b>1. </b>"
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#pre = "<b>1. </b>"
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TODO
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The _Recorder_ window is streamlined for one particular use case: recording to multiple tracks. The interface is pointedly simplified to remove all distraction.
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{{< figure src="en/recorder-window-sections.png" alt="Sections of the Recorder window" >}}
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There are three major sections in the Recorder window as outlined above:
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1. Window-specific toolbar
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2. The timeline and the tracks representation
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3. Inputs control
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## Window-specific toolbar
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The toolbar has specific commands and information: arming and disarming all
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tracks for recording, discarding the last take, automatically switching all
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inputs for signal monitoring, estimation of the time you can record to the disk
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until it's out of free space etc.
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{{< figure src="en/recorder-toolbar.png" alt="Recorder toolbar" >}}
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## The timeline and the tracks representation
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The timeline only displays timecode, and the tracks view has no waveform
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rendering at all. This helps with the use of system resources when recording
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dozens of tracks simultaneously.
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{{< figure src="en/recorder-timeline-tracks.png" alt="Recorder timeline and tracks" >}}
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## Inputs control
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The bottom part of the window is where you control inputs: you can both monitor
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input volume and rename physical ports for convenience. To do the latter, just
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click on the input port name and give a new name.
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{{< figure src="en/recorder-input-renaming-dialog.png" alt="" >}}
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E.g. if you have two mic inputs, one for vocal and one for guitar, naming them
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accordingly will simplify picking the right one for the right track. This will
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be even more convenient for audio interfaces with e.g. 18 inputs.
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{{< figure src="en/recorder-input-new-names.png" alt="" >}}
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## Continuing
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Next: [Cue window](../cue-window)
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