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The main body of the manual was written during a Book Sprint led by Derek @@ -21,14 +21,14 @@ In August 2015, a similar revision was made to update all screenshots and text to Ardour 4.2. The 2014 and 2015 revisions were made by Bruno Ruviaro and Alex Christie.
2016/2017 fixes by Dan “dannybpng” and Jougleur.
2018 update by Miroslav Šulc.
2021 update for Ardour v6 by Luca Aquino.
2022 update for Ardour v7 by Alexandre Prokoudine.
FURTHER HELP || GLOSSARY || -LINKS
Besides the URLs listed in the Links chapter, there are a couple of @@ -25,14 +25,14 @@ selection, etc.
GLOSSARY || LINKS || CREDITS || -LICENSE
This glossary offers brief definitions for many or the terms used throuhout the Ardour3 FLOSS Tutorial.
Appendices: FURTHER HELP || LINKS || -CREDITS
Where to find more info about Ardour and how to improve this tutorial
All chapters copyright of the authors (see below). Unless otherwise @@ -202,14 +202,14 @@ DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR -OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
Useful links:
http://ardour.org/
http://manual.ardour.org/
http://jackaudio.org/
http://jackosx.com/
http://jamin.sourceforge.net/
http://jamin.sourceforge.net/en/tutorial.html
Appendices: FURTHER HELP || GLOSSARY || -CREDITS
In the following chapters we will use Ardour to create a short rhythmic passage @@ -27,14 +27,14 @@ of the Editor window and drag-and-dropping the tracks in the order you Up/Down shortcut to move it up or down.
You can also use the V check boxes in this tab to view or hide tracks in the main canvas.
Here we have ordered the drumkit so that the kick drum is on the bottom, the snare and high-hat are in the middle, and the clap is on top.
In the next step we will learn about setting up the meter to organize these -samples into a rhythm.
Next: SETTING UP THE METER
We have already learned a bit about the Grab Mode (select/move objects) and @@ -50,14 +50,14 @@ points altogether.
In the following chapter, we will see how to take the regions we have -edited and create looped sections from them.
Next: Creating looped sections
You can easily repeat sections of audio in your Ardour session.
Here, we take the short rhythmic passage we created in Working with Regions @@ -44,14 +44,14 @@ example, 16). After duplication our session looks something like this:
The single Duplicate command from the same menu (Alt+D). This lets you make a single copy at a time.The single duplicate action with Ctrl+Click on the region + Drag a copy.ContinuingIn the next tutorial we will learn about stretching/shrinking regions that are -longer or shorter than one bar in order to fit the rhythm of our passage.Next: STRETCHING/SHRINKING REGIONS
The single Duplicate command from the same menu (Alt+D). This lets you make a single copy at a time.
The single duplicate action with Ctrl+Click on the region + Drag a copy.
In the next tutorial we will learn about stretching/shrinking regions that are -longer or shorter than one bar in order to fit the rhythm of our passage.
Next: STRETCHING/SHRINKING REGIONS
In this section you will learn a few more things you can do with regions.
Right-clicking a selected region reveals a context menu. The first item @@ -42,14 +42,14 @@ main menu Region > Edit > Combine:
Region > Edit > Combine
Notice that the resulting combined region has the word “compound” attached to its name.
In the following chapter, we will learn a bit more about the powerful -tools Ardour has available by changing Edit Modes.
Next: CHANGING EDIT MODES
How to arrange tracks, then cut, loop, and stretch regions
In one of the previous chapters we already discussed that Ardour operates on @@ -52,14 +52,14 @@ choice and you don’t want these files on the disk anymore because they tak space.
Even then, you do it in two steps. First you go to Session > Clean-up > Clean-up Unused Sources to put unused original files into a trash bin, then you separately go to Session > Clean-up > Flush Wastebasket to actually tell Ardour to remove unused files physically.
Session > Clean-up > Clean-up Unused Sources
Session > Clean-up > Flush Wastebasket
Now that you are familiar with basics of non-destructive editing, let’s do some -actual arranging and editing.
Next: Arranging tracks
The time signature determines the musical speed of the passage we are @@ -21,14 +21,14 @@ Simply click on either tempo or TS button right below the secondary clock and provide a new value in the newly opened dialog.
For the tempo (button on the left), choose the number of beats per minute (bpm) for your session.
For the time signature (button with “TS” caption on the right), you can enter new values for the beats per bar as well as the note value.
Next, we will explore using ranges to set up a loop we can listen to while we -arrange the rhythm.
Next: USING RANGES
This was the last chapter of the Editing Regions section. Next we go into -Mixing.
Next: MIXING SESSIONS
A range is a selection of the timeline that can include one or more tracks. It @@ -41,14 +41,14 @@ access it.
In the next step, we will learn about working with regions to compose a rhythm -with these samples.
Next: WORKING WITH REGIONS
Sections of audio are called regions in Ardour. To compose the short rhythmic @@ -121,14 +121,14 @@ words, to constrain the boundaries of each region to certain grid points. Here, the grid has been activated and set to Beats/16, to quantize the regions to sixteenth notes within each bar. You may wish to trim the endpoints of some of the samples, as discussed above, to fit within the metric structure -you have set up.
In the next chapter, we will explore a few more things you can do with regions
Next: FURTHER REGION OPERATIONS
Learn how to export a selected portion (Range) of your Session.
Exporting is the process of saving a Region, Track or Session to a @@ -10,14 +10,14 @@ file on your computer. As we learned previously, exporting an isolated Region do not export all of the changes you might have made to that Region. To export edits such as Panning, Fader Automation, and Plugin effects, you must Export either a Range or the entire Session.
To export a range, follow these steps:
This will open the familiar Export dialog explained in the Exporting a Session chapter. Choose your options, if any, and click Export. The Range will be exported and saved as an audio file.
To define a Range is simply to specify a beginning and ending point in time. The Selection display to the right of the secondary clock shows the start and end times of the selected range, as well as its duration. The Range created through the method above will disappear as soon as you click outside of it.
The Export Range command will export everything that plays through the Master Bus, exactly as it plays back in -your Session. If any of the Tracks have the Mute or Solo buttons engaged, this will also affect which Tracks are heard in the Exported file.
Range Markers are essentially two location markers the are grouped together to mark the beginning and end of a section in the timeline. You can user Range Markers to “bookmark” (so to speak) one or more Ranges that you need to remember or use again later. Range Markers look like this on the timeline:
There are a few ways to create Range Markers:
You can clear all existing Range Markers by right-clicking on the Range Markers area of the timeline and choosing “Clear All Ranges”.
You now know how to Export isolated Regions, selected Ranges from your Session, or the entire Session as a Stereo Mix. The last section of this tutorial explains saving sessions, snapshots, and templates.
Next: SAVING A SESSION
You may wish to Export only a Region of your Session, perhaps to use as a sample in another application, or to Edit @@ -14,14 +14,14 @@ regions can be exported, but edits such as and Panning, and Exporting a Range and Exporting a Session.
If you are building a collection of samples to use later in another software, and your samples are basically trimmed and edited Regions, at the end of the process you will need to export all of them. If the number is large, exporting them manually can be tedious. Here’s one way of exporting several Regions at once.
Go to menu Session > Export and choose Export to Audio File(s) (shortcut “Alt” + “E”).
In the Export dialog box, click on the “Time span” tab. You will see all the newly created Ranges listed there. There is also a default Range that stands for the entire Session.
Under “Time Span”, click “Select All”, and de-select the very first Range (the “session” Range). The reason is because we want to export the shorter Ranges, not the whole Session.
Go back to the main tab ("File format").
Click “Export”.
You Regions have now been exported to single audio files.
This method exports everything that falls under each defined time range. In other words, if you have other regions in other tracks sounding simultaneously with the region(s) you want to export, they will be mixed together. Another way of looking at it is this: the export operation will export everything that plays under the defined time ranges. If that is not what you want, you can use solo or mute buttons on select tracks to ensure you export only what you want.
Finally, the next chapter will show discuss Exporting Ranges rather than just an individual Region. The last trick (exporting multiple regions -at once) in fact already involved using ranges, as you may have guessed.
Next: EXPORTING A RANGE
Exporting is the process of saving a Region, Track, or entire Session to a file on your computer which you can listen to, burn as a CD-R, or convert to an MP3 to share on a website.
Once you have finished your composition, the most common export operation is to export the entire Session to an audio file.
At this point it’s a good idea to Zoom Out and take a look at your whole session before exporting.
Listen to your piece one last time and make sure you hear everything the way you want (any Solo or Mute button you forgot to deactivate? Any volume adjusment left to do? etc.)
Finally, make sure the Start and End markers are in the right place.
-
Everything included between the Start and End Location Markers in the Timeline will be exported, so you have to set the markers first if they are not in the correct position. In the image below, clearly the End marker is too far to the right in the timeline. This will result in a huge silence after the end of the piece (that is, between the last Region and the End marker).
If your End marker is too far after the end of your piece, click and drag it to the left until it is pretty close to the end of the very last Region of your composition.
To Export a Session, use the top menu: Session > Export > Export to Audio File(s)…. This will open up a dialogue box with several options.
Having chosen your options, click Export. After the operation is finished, you can find the file using your file browser.
Export is handled through the Master Bus, so the final file will include all the sounds from Tracks and Busses that were routed to it. This will include any Normalizing, Fading, Panning, and Automation you have created, along with the individual edits made to the Regions as well. If any of the Tracks have the Mute or Solo buttons engaged, this will also affect which Tracks will be heard in the Exported file.
Click on the tabs “Time span” and “Channels” in case you need to access advanced export options.
At the end of this chapter, you now have an Exported Stereo Mix representing your entire Session. You may also want to know how to export individual Regions or selected Ranges from your Session. This will be covered briefly in the next two chapters.
Next: EXPORTING REGIONS
How to export a region, a selection of data, and a whole session
An audio track is a place where you can drag a region from your region @@ -57,14 +57,14 @@ a single fader for multiple tracks. Please refer to the for more information.
Once you’ve added one or more tracks, you will want to put some audio material into them to work with. Continue on to the Importing Audio and Recording -Audio chapters to learn how to do this.
Next: Importing audio
Sections of audio are known as regions in Ardour. A Region can be an entire @@ -65,14 +65,14 @@ used, for example, on a laptop keyboard that does not have a proper Dele key).
Save your work often! The shortcut Control + S is your friend. Use it a lot, all the time.
Now that you have some material in your session, you might want customizing the timeline to better suit your needs or jump to recording new material live.
Next: Setting up the timeline or -Recording audio
Create your first session and learn the basics of Ardour’s user interface
The Cue window provides tools to set up live performance using Ardour. We are not going to use Cue in this tutorial, so this is just a quick overview to give you a basic idea what all this is about.
The user interface is pretty much standard for this type of a feature set.
Here are the main UI parts:
From left to right you get tracks that contain clips (not visible on the timeline when you switch to the Editor window). From top to bottom you get 8 rows called scenes, A to H.
The browser on the right allows easily dropping pre-recorded clips onto clip slots for playback. You can use both audio and MIDI clips. Dropping a clip on the empty space will create a new track and automatically fill the first slot (scene A) with that clip.
Settings below allow customizing how a clip is played, whether it is stretched to match certain bpm value, whether it triggers playback of a certain other clip etc.
Working with clip launchers is commonly referred to as non-linear workflow, because it is based on looped playback of pre-recorded clips where you don’t have to go from scene A to scene H directly.
You can set up your clip launchers in a way that a clip in scene B will play 4 times, trigger a clip in scene A that will play 2 times, then jump to clip C and play it 6 times, then go back to clip B, which will repeat the entire cycle again and again until you stop it manually. And all that without ever pressing the Play button in the transport to play a song from start to finish.
While you can play an entire song live without ever getting out of the Cue window — especially when you have a hardware grid controller and all pre-recorded clips you might need — you can integrate clip launchers into regular linear workflow in the Editor window. To do that, you need to add markers in the Cue Markers timeline.
Here is a simple example of that:
Ardour plays two bars of a regular MIDI track that uses a sampled instrument, then launches scene A at bar 3, scene B at bar 4, and stops all scenes at bar 5. You can trigger and stop scenes at any time in your otherwise linear project, as many times as you like.
Now that you are familiar with main Ardour’s windows, let’s jump to the next -section where we create a new track and then import some audio file.
Next: Creating tracks and busses
Next up is the Mixer window where you focus on making instruments stand out in -a song.
Next: Mixer window
The next sections will explain basics of main Ardour’s windows:
Editor | Mixer | Recorder | -Cue
In the next section we’ll take a quick look at the Recorder window that is streamlined for launching and controlling the recording of multiple tracks at -the same time.
Next: Recorder window
Finally, in the next section we’ll take a quick look at the Cue window that is new in Ardour 7.0 and provides a familiar user interface to launching audio and -MIDI clips.
Next: Cue window
Once you import some audio files to Ardour, play them back and start @@ -45,14 +45,14 @@ fps (Frames per Second). This can be found in the Timecode tab of the Session Properties window (menu Session > Properties or the Alt + O shortcut).
Session > Properties
Once you have done that, make sure you make the Timecode ruler visible by right-clicking in the Timeline and checking the Timecode box.
Now that you’ve set up the Timeline, continue on to the chapter on -creating tracks and busses to add one or more Tracks to your Session.
Next: CREATING A TRACK OR BUS
Ardour supports both Linux, Windows, and macOS. There is very little difference about how it works on all these operating systems. So while this tutorial assumes using Ubuntu Linux, you should expect it to work the same way on other operating systems and Linux flavors.
When you first start Ardour, it will ask you a few questions to make a basic customization: user interface and font scale (if you have a HiDPI display), default folder where new sessions would be created, preferred way to monitor signal being recorded etc.
This dialog will never be shown again, unless you wipe all settings. You can change all the preferences you set there at any time later in the Preferences dialog.
Once you get past the first-launch wizard, Ardour will suggest you create a new session from one of a few available templates.
A session encompasses all the material you have: tracks with audio and MIDI data, effects associated with tracks and busses etc. Thus, a session is essentially a project file from which you can render a mono or a stereo audio file to deliver to a client, use in a video, or upload to a streaming service.
For simplicity’s sake let’s go with an empty session as shown above.
Ardour will always automatically suggest storing a new session in the default folder that you set at the previous step.
When giving a new session a name, please avoid using any characters other than letters and numbers, like white spaces, accented letters, !@#$%*()+, periods, commas, etc. Use dashes or underscores if you like. For example, instead of “My Great Session!”, prefer “My_Great_Session”, or “MyGreatSession”, or “my-great-session”. Instead of “Açaí”, write “Acai” (without accented letters), etc.
!@#$%*()+
Name your new project and click Open .
Once you have created your Ardour session, do not manually rename any folders or files that belong to the session. Otherwise, Ardour will fail to locate the files inside those folders and will ask you to point to them.
Once you saved at least one session, the Session Setup dialog will look differently: there will be a list of recently opened sessions and a way to open an existing session that is not on that list.
At the next step, you will need to choose and configure the audio system.
On Linux, you have multiple audio systems (or backends) available. ALSA is @@ -33,14 +33,14 @@ results in a latency that is a multiple of 1ms (4ms, 6ms etc.) to produce less g but you should see if you can get a multiple of 1ms with 3 or if you should dial back to 2.
Once you’ve chosen, configured, and started the audio/MIDI backend, Ardour will try to discover any new plugins, and then you will be greeted with Ardour’s main -window:
In the next chapter you’ll familiarize yourself with Ardour’s user interface and its main windows: Editor, Mixer, Recorder, and Cue.
Next: Overview of the interface
Ardour is a professional, full-featured hard disk recorder and Digital Audio +
Ardour is a professional, full-featured hard disk recorder and Digital Audio Workstation (DAW). Ardour is Free/Libre Open Source Software (FLOSS). It features unlimited audio tracks and buses, non-destructive, non-linear editing with unlimited undo, and anything-to-anywhere signal routing. It @@ -15,14 +15,14 @@ functionality.
For information on how to install Ardour on Linux and Mac O distributions such as KXStudio and UbuntuStudio offer a wide selection of useful music software, including Ardour.
Below are some basic conventions we have adopted in this manual.
Ardour requires a two-button mouse to run (or the emulation of that on @@ -20,14 +20,14 @@ audio editing, so terms which might be unfamiliar to the general reader are capitalized throughout this manual, and are listed in boldface the first time they are used in a chapter. Glossary words are also defined in-line the first time they occur in the manual, and are -included in the glossary at the end of this tutorial.
Basic conventions in the tutorial and an introduction to digital audio
Ardour is a digital audio workstation (DAW). Beforing using it to record and @@ -55,14 +55,14 @@ using only 8 bits. By increasing the sample rate, we are able to record higher sonic frequencies, and by increasing the bit depth, we are able to use a greater dynamic range (the difference between the quietest and the loudest sounds possible to record and play).
Here is a great video tutorial explaining sampling rate and bit depth in a lot -more detail:
One of the problems you may encounter in a Mix is that the loud parts @@ -67,14 +67,14 @@ parameters quite similar to those described for the SC Compressor above.
< where you want it, it’s time to look at adjusting the balance of Frequencies present in each individual Track and in your overall Mix. In the next chapter, we’ll learn how to use the Equalizer to do just -that.
Next: EQUALIZING
An Equalizer (or EQ) allows @@ -51,14 +51,14 @@ consciously using extreme EQ as a compositional parameter.
Next: USING AUTOMATION
How to use basic tools to make every instrument stand out in a mix
Levels are the volumes of each Track relative to the others.
If you can’t hear a bass line above the other instruments, the obvious choice @@ -34,14 +34,14 @@ just record again with lower levels.
When a collection of Tracks whose Levels are well adjusted to each other and do not Clip when added together in the Master Bus. Once this is accomplished, we can proceed to learn about Panning in the next -chapter, so that our Mix takes on a strong feeling of Stereo space.
Next: PANNING
Panning helps to establish a Stereo Field, a relative space between the speakers in which to @@ -32,14 +32,14 @@ may change the balance of Levels you set up in the previous chapter, and in extreme cases can result in Clipping. When this happens, reduce the overall Levels of that Track and check again how it sits in the Mix.
By now, you should have a collection of Tracks which are both Mixed well and have an exciting Stereo Image. In the following chapters, we will -learn about Using Plugins to enhance the sound of your Mix.
Next: USING PLUGINS
Mixing is the process of converting multiple Tracks into a Stereo -Mix where all the instruments can be heard clearly.
Levels, Panning, Equalization (EQ), and Compression are the main -tools used to achieve a good Mix. In addition to these core tools, a -wide range of Plugin effects can also be used to enhance the sound, such -as Reverb and Delay.
The Mixer Strip is the vertical column that contains various -controls related to signal flow. Each Track and Bus in Ardour has its -own Mixer Strip. The Mixer Strip is also the main tool we will use in -the process of Mixing our Tracks. In this chapter, we will get a general -overview of the Mixer Strip, with each section described. We will also -provide references to chapters containing information specific to each -aspect of the Mixer Strip.
Mixer Strips can be accessed from both the Editor Window and the -Mixer Window (shortcut “Alt” + “M” to toggle between the two). Mixer Strips in either -window (Editor or Mixer) mirror each other: any actions performed on a -Mixer Strip in the Mixer Window will be reflected in the corresponding -Mixer Strip in the Editor Window, and vice-versa. The Editor Window and -Mixer Window are more fully explained in the An Overview of the -Interface chapter.
In the Editor Window, you can see the Mixer Strip of the currently -selected track on the left side of the window. If you don’t see it, hit -“Shift” + “E” to display the Editor Mixer Strip.
Here we see the entire Mixer Strip, as it would appear in either the -Editor Window or the Mixer Window.
The Mixer Strip can be switched between the regular width and a more -narrow width to conserve space. The very top part of the Mixer Strip, -pictured below, switches between regular and narrow modes using the left -button. The right button hides the Mixer Strip entirely.
Continuing from top to bottom, the next section of the Mixer Strip -contains three narrow regions. The first of these regions shows the name of the Track (that’s the word -“Audio 1” in the image below). The next region, named “1” in the image below, -is a button which allows access to the input Routing. Please see the -Understanding Routing and Recording Audio chapters for more -information on input Routing. The last narrow region controls phase -reversing (we won’t go into details on this topic in this tutorial).
The large black region at the bottom of this section is the Processor -Box. This is where you can add Plugins, for example. The processor box -will always contain a blue Fader processor. This indicates where in the -processor chain the main channel fader is located — this is the fader -shown in the lower half of the strip. Please see Using Plugins and -Using Sends for a detailed discussion of this area.
The next portion of the Mixer Strip includes controls for Panning, -Record, Mute, and Solo, among others.
Panning has to do with placement of sounds anywhere between Left and Right -speakers. Please refer to the Panning chapter for more information.
When a Track or Bus is on Solo, all the other Tracks or Busses which -are not likewise on Solo will be inaudible through the Master Bus or the -Audition. We can also find a miniaturized Solo Button in the Track -Mixer. Note that soloing a bus will not silence any tracks and -vice-versa.
When any Track or Bus is on Solo, the Solo Indicator in the -Auxiliary Controls menu will flash red. Clicking the Solo Indicator -while it is flashing will deactivate every Solo in the Session.
Any Track or Bus on Mute will be inaudible through the Master Bus or -the Audition. The Track Mixer also contains a miniaturized Mute Button, -in between the Record Arm Button and the Solo Button. Right-Clicking on -the Mute Button gives you advanced options for the behavior of the mute -button.
The Rec button arms the track for recording, as seen in the Recording -Audio chapter.
The most prominent control present in a Mixer Strip is the Fader, -used to adjust the overall gain for the corresponding Track or Bus. The -Peak Meter shows the Peak Value of the selected track, and is -located directly to the right of the Fader. Each Peak Meter consists of -one Bar Graph in the case of a Mono Track, and two Bar Graphs in -case of a Stereo track. The small rectangular field above the meters -shows the highest Peak Value that has been played on that track so far.
By clicking the right-hand button at the bottom of the Mixer Strip (it -reads “post” in the image above), you will be able to select the -Metering Point, for example the direct “in” from the sound card, -the “pre” Fader signal, or the “post” fader signal.
As you can see in the image below, there is a smaller version of the -Mixer Strip in each Track, called the Track Mixer, which contains a -horizontal Fader, a vertical Peak Meter as well as miniature -buttons for Arm Record, Mute, and Solo. They all mirror -those found in the Mixer Strip for that Track.
Please refer to the chapter on Mixing Levels for more detailed -instruction about using the Fader and Peak Meters.
Finally, we reach the bottom of the Mixer Strip. Here we find the -Output Routing Button, marked as “master” in the earlier -screenshot, which is discussed in the Understanding Routing chapter.
Now that we’ve had a look at the main areas of the Mixer Strip, we can -proceed to the Mixing Levels chapter to see how we can start to use -it.
Next: MIXING LEVELS
Mixing is the process of converting multiple tracks into a stereo or a +multi-channel mix where all the instruments can be heard clearly.
Levels, panning, equalization (EQ), and compression are the main tools +used to achieve a good mix. In addition to these core tools, a wide range of +plugin effects can also be used to enhance the sound, such as reverb and +delay.
The mixer strip is the vertical column that contains various controls related +to signal flow. Each track and bus in Ardour has its own mixer strip. The mixer +strip is also the main tool we will use in the process of mixing our Tracks. In +this chapter, we will get a general overview of the mixer strip, with each +section described. We will also provide references to chapters containing +information specific to each aspect of the mixer strip.
Mixer strips can be accessed from both the Editor window and the Mixer +window (shortcut Alt+M to toggle between the two). Mixer strips in either +window (Editor or Mixer) mirror each other: any actions performed on a mixer +strip in the Mixer window will be reflected in the corresponding mixer strip +in the Editor window, and vice-versa. The editor window and Mixer window are +more fully explained in the An Overview of the Interface chapter.
In the Editor Window, you can see the mixer strip of the currently selected +track on the left side of the window. If you don’t see it, hit Shift+E to +display the Editor’s mixer strip.
Here we see the entire mixer strip, as it would appear in either the Editor +window or the Mixer window.
The mixer strip can be switched between the regular width and a more narrow +width to conserve space. The very top part of the mixer strip, pictured below, +switches between regular and narrow modes using the left button. The button with +an eye icon hides the mixer strip entirely (you can re-enable it later).
You can easily spot differences between narrow and regular modes: shorter +captions on buttons, no legend for the peak meter etc.
Continuing from top to bottom, the next section of the mixer strip contains +three narrow regions. The first of these regions shows the name of the track +(that’s the word “Audio 1” in the image below). The next region, named “1” in +the image below, is a button which allows access to the input routing. Please +see the Understanding Routing and Recording Audio chapters for more +information on input routing. The last narrow region controls phase reversing +(we won’t go into details on this topic in this tutorial).
The large black region at the bottom of this section is the processor box. +This is where you can add plugins, for example. The signal flow in the mixer +strip is top-to-bottom. It starts with the input on top, the topmost plugin in +the box is the first one in the effects chain, the one in the bottom is the one +applied last.
The processor box will always contain a blue fader processor. This indicates +where in the processor chain the main channel fader is located — this is the +fader shown in the lower half of the strip. Please see Using Plugins and +Using Sends for a detailed discussion of this area.
There are additional views and controls possible in the processor box, as seen +on the screenshot above:
Inline displays. Some plugins can display a mini-overview of their +settings, e.g. an equalizer can display a preview of how various frequency bands +are affected. And some plugins are written with just this objective in mind — to +provide a quick overview of something in the mixer strip. Ardour comes with two +such plugins, an inline scope and an inline spectrogram.
Plugin controls. It’s possible to add controls to various plugins in a +mixer strip. That way, for the settings that you tweak most often, you don’t +need to open a plugin’s window every time, you can just drag a slider left and +right with your mouse or scroll the mouse wheel when hovering a control. Press +Ctrl to make smaller increments when dragging or scrolling.
To control both these features, use Controls submenu in the right-click menu +of a plugin. As inline displays are enabled by default, all you can do is +disable it (and then enable back). To enable a control for a plugin, simply click on its name in the menu.
To enable multiple controls for a plugin, the most convenient way is to open the +right click menu, hover a control and press Spacebar on your keyboard, hover +the next control, press Spacebar again etc.
The next portion of the mixer strip includes controls for panning, record, mute, +and solo, among others.
Panning commonly has to do with placement of sounds anywhere between left and +right speakers to help separating instruments from one another by placing them +in different parts of a virtual room.
Depending on the amount of channels in a track, Ardour will provide a dedicated +user interface to control panning. In the screenshot below, a mono track is on +the left and a stereo track is on the right:
Please refer to the Panning chapter for more information.
Tracks and busses can have two additional related states: soloing and being +muted.
Any track or bus on mute will be inaudible through the Master bus or the +Audition. The track mixer also contains a miniaturized Mute button, in +between the Record Arm button and the Solo button. Right-clicking on the +Mute button gives you advanced options for the behavior of the mute button.
When a track or a bus is soloing, all the other tracks and busses are +inaudible through the Master bus or the Audition, unless you solo them. So +if you need to play just two tracks out of eight, you don’t have to mute six +other tracks, you only need to solo those two. Please note that soloing a bus +will not silence any tracks and vice-versa.
When any track or bus is on solo, the solo indicator in the Auxiliary +Controls menu will flash red. Clicking the solo indicator while it is flashing +will deactivate every solo in the session.
The Rec button arms the track for recording, as seen in the Recording Audio chapter.
The most prominent control present in a mixer strip is the fader, used to +adjust the overall gain for the corresponding track or bus. The peak meter +shows the peak value of the selected track, and is located directly to the +right of the fader. Each peak meter consists of one bar graph in the case of a +mono track, and two bar graphs in case of a stereo track. The small rectangular +field above the meters shows the highest peak value that has been played on that +track so far.
By clicking the right-hand button at the bottom of the mixer strip (it reads +“post” in the image above), you will be able to select the metering point, for +example the direct “in” from the sound card, the “pre” Fader signal, or the +“post” fader signal.
As you can see in the image below, there is a smaller version of the mixer strip +in each track, called the track mixer, which contains a horizontal fader, a +vertical peak meter, as well as miniature buttons for arm record, mute, and +solo. They all mirror those found in the mixer strip for that track.
Please refer to the chapter on Mixing Levels for more detailed instruction +about using the fader and peak meters.
Finally, we reach the bottom of the mixer strip. Here we find the Output +Routing button, marked as “Master” in the earlier screenshot, because it +connects to a bus called “Master”. This was discussed earlier in the +Understanding Routing chapter.
Now that we’ve had a look at the main areas of the mixer strip, we can proceed +to the Mixing Levels chapter to see how we can start to use it.
Automation is a way of dynamically changing audio processing parameters over time.
Up to now, we have used fixed values for various parameters of our Tracks (for example, a Track Fader set to -3.0 dB; or a Mono Panner set to 100% Left; etc.) These fixed values would apply for the entire Track throughout the whole Session.
But what if you would like these values to change over time in a pre-determined way? For example, you may want to have the Gain of a Track to gradually decrease over twenty seconds. Or you may want to make a sound move from Left to Right over two seconds.
This is accomplished with Automation. The Fader, Panning, and any of the @@ -38,14 +38,14 @@ menu, which is reached by Right-Clicking on the Region.
Exporting Sessions, to learn the different ways -of doing this.
Next: EXPORTING A SESSION
Plugins can be used to enhance or transform the sound of individual @@ -62,14 +62,14 @@ is useful if that Track needs a specific Plugin, but if you have a Plugin which is used for many Tracks at the same time, you should continue to the next chapter about Using Sends. You can also continue to the various, Plugin-specific chapters such as Dynamics -and Equalizing.
Next: USING SENDS
A Send is just an extra output for a Track or Bus with its @@ -40,14 +40,14 @@ called “Effect Sends”.
Now th Add Sends to Tracks to create Plugin Busses usable by any number of Tracks, it might be helpful to learn about a few other Plugins useful in the Mixing Process. Please continue on to the following chapters -covering Dynamics and Equalizing.
Next: DYNAMICS
Learn how to route signal and record audio
Besides importing existing audio files, another way to create regions in your @@ -90,14 +90,14 @@ Recording than what we have discussed here, in particular with a multichannel soundcard, or from other JACK-enabled audio programs on your computer, you should also have a look at the Understanding Routing chapter.
Next: Arranging tracks or -Understanding routing
Sometimes you may need to record the audio output of another program into @@ -37,14 +37,14 @@ under the Other tab. Its ports are connected directly to the inputs of tracks.
This concludes the Recording chapter. Now that you have some audio imported, recorded from a line or microphone input, or even from another application, proceed to the Arranging Tracks section and learn how to arrange your -composition.
NEXT: ARRANGING TRACKS
Routing an audio signal is sending it from somewhere to somewhere else.
In addition to getting audio signals to and from Ardour, routing plays an @@ -87,14 +87,14 @@ system is that it can also manage connections between applications on the same computer. To gain a better understanding of how this works, please continue to the chapter Routing Between Applications. If you would prefer to work only with Ardour, then skip ahead to the section on Arranging Tracks.
NEXT: ROUTING BETWEEN APPLICATIONS or -ARRANGING TRACKS
How to save a session, a snapshot of it, and a template for further reuse
There are a number of ways to save Sessions in Ardour, so that each @@ -13,14 +13,14 @@ this:
Saving -a Snapshot.
Next: SAVING A SNAPSHOT
Saving a Snapshot in Ardour is similar to saving your Session to a @@ -17,14 +17,14 @@ and switch immediately to that snapshot.
There you see a few Snapshots that we created, and the ‘my_session’ entry represents the original state of our session.
Click on any Snapshot from the list to reload it.
Sometimes it is helpful to have a default starting point for new Sessions, for example for a set-up that you use all the time when starting a new project. To learn how -to do this, please continue to the next session called Saving a Template.
Next: SAVING A TEMPLATE
If you often go through the motions of setting up the same information @@ -24,14 +24,14 @@ not included here, please feel free to propose changes (more info on how to do i FURTHER HELP || GLOSSARY || LINKS || -CREDITS
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