diff --git a/.gitmodules b/.gitmodules new file mode 100644 index 0000000..551d907 --- /dev/null +++ b/.gitmodules @@ -0,0 +1,3 @@ +[submodule "themes/hugo-theme-learn"] + path = themes/hugo-theme-learn + url = git@github.com:matcornic/hugo-theme-learn.git diff --git a/.hugo_build.lock b/.hugo_build.lock new file mode 100644 index 0000000..e69de29 diff --git a/archetypes/default.md b/archetypes/default.md new file mode 100644 index 0000000..00e77bd --- /dev/null +++ b/archetypes/default.md @@ -0,0 +1,6 @@ +--- +title: "{{ replace .Name "-" " " | title }}" +date: {{ .Date }} +draft: true +--- + diff --git a/config.toml b/config.toml new file mode 100644 index 0000000..6c32f1c --- /dev/null +++ b/config.toml @@ -0,0 +1,85 @@ +baseURL = '/' +languageCode = 'en-us' +defaultContentLanguage = "en" + +title = 'Ardour Tutorial' +theme = 'hugo-theme-learn' + +defaultContentLanguageInSubdir = true + +[outputs] +home = [ "HTML", "RSS", "JSON"] + +[params] +disableSearch = false +featherlight = false +themeVariant = "blue" +disableNextPrev = true +disableInlineCopyToClipBoard = true + +[Languages] +[Languages.en] +title = "Ardour tutorial" +weight = 1 +languageName = "English" +landingPageURL = "/en" +#landingPageURL = "/" +landingPageName = " Home" + +[[Languages.en.menu.shortcuts]] +name = " This tutorial on GitHub" +identifier = "github" +url = "https://github.com/brunoruviaro/ardour4-tutorial/" +weight = 10 + +[[Languages.en.menu.shortcuts]] +name = " Ardour's homepage" +url = "https://ardour.org/" +weight = 11 + +[[Languages.en.menu.shortcuts]] +name = " User manual" +identifier = "usermanual" +url = "https://manual.ardour.org" +weight = 20 + +[[Languages.en.menu.shortcuts]] +name = " Forum" +identifier = "forum" +url = "https://discourse.ardour.org/" +weight = 20 + +[[Languages.en.menu.shortcuts]] +name = " Credits" +url = "/appendices/credits" +weight = 30 + +[Languages.ru] +title = "Введение в Ardour" +weight = 1 +languageName = "Russian" +landingPageURL = "/ru" +#landingPageURL = "/" +landingPageName = " Начало" +# +#[[Languages.en.menu.shortcuts]] +#name = " Репозиторий в GitHub" +#identifier = "ds" +#url = "https://github.com/brunoruviaro/ardour4-tutorial/" +#weight = 10 +# +#[[Languages.en.menu.shortcuts]] +#name = " Сайт Ardour" +#url = "https://ardour.org/" +#weight = 11 +# +#[[Languages.en.menu.shortcuts]] +#name = " Руководство пользователя" +#identifier = "hugodoc" +#url = "https://manual.ardour.org" +#weight = 20 +# +#[[Languages.en.menu.shortcuts]] +#name = " Об авторах" +#url = "/appendices/credits" +#weight = 30 diff --git a/content/_index.en.md b/content/_index.en.md new file mode 100644 index 0000000..8e08975 --- /dev/null +++ b/content/_index.en.md @@ -0,0 +1,27 @@ +--- +title: "Home" +--- + +# Ardour v7.0 tutorial + +**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 +supports standard file formats, such as BWF, WAV, WAV64, AIFF and CAF, +and it can use LADSPA, LV2, VST and AudioUnit plugin formats. + +{{< figure src="/images/Ardour6.png" alt="Ardour 6" >}} + +This tutorial provides a beginner's introduction to using Ardour for basic sound +recording and editing tasks. It assumes you already have Ardour up and running +on your computer. Please note that this tutorial does not (yet) cover any MIDI +functionality. + +For information on how to install Ardour on Linux and Mac OS X, please visit the +[Requirements](https://ardour.org/requirements.html) page. For Linux users, +distributions such as [KXStudio](http://kxstudio.sourceforge.net/) +and [UbuntuStudio](http://ubuntustudio.org/) offer a wide selection of useful +music software, including Ardour. + +{{% button href="https://ardour.org/download.html" icon="fas fa-download" %}}Download latest Ardour{{% /button %}} diff --git a/content/appendices/_index.en.md b/content/appendices/_index.en.md new file mode 100644 index 0000000..6f8199d --- /dev/null +++ b/content/appendices/_index.en.md @@ -0,0 +1,11 @@ ++++ +title = "Appendices" +chapter = true +weight = 8 +pre = "8. " ++++ + +### Chapter 8 +# Appendices + +Where to find more info about Ardour and how to improve this tutorial diff --git a/content/appendices/credits/index.en.md b/content/appendices/credits/index.en.md new file mode 100644 index 0000000..e3ec957 --- /dev/null +++ b/content/appendices/credits/index.en.md @@ -0,0 +1,42 @@ ++++ +title = "Credits" +chapter = false +weight = 4 +#pre = "1. " ++++ + +The main body of the manual was written during a **Book Sprint** led by Derek +Holzer in the [moddr_lab](http://moddr.net "moddr_lab @ WORM, Rotterdam") at +WORM in Rotterdam, the Netherlands, between 23 and 27 November 2009, with input +and support from the international community of Ardour users and developers. +The tutorial was originally written for Ardour 2.X versions. The original FLOSS +manual can be found at [flossmanuals.net](http://archive.flossmanuals.net/ardour/index.html). + +Original contributors: Adam Hyde, Bruno Ruviaro, Dave Peticolas, Walter +Langelaar, David Elwell, Thomas Goose, Derick H., Rob Fell, William Abernathy, +Derek Holzer, Stefan Hanser, Tomasz Kaye, Dick MacInnis, Mr Stock, Ross Johnson, +Jon Cohrs, Claudia Borges, Ma Rk, Al Thompson, Jay Maechtlen, Christopher +Stamper, Thomas Margolf, Mark Lindhout, Joern Nettingsmeier. + +It was further updated in 2010 by Chou Shoichi, Damian Soto, Ross Johnson, +Christian Herzberg, Malcolm Smith, Giorgio Moscardi. + +In December 2014, the tutorial was updated for Ardour 3.5 and moved to GitHub. +The text was completely revised, and screenshots were replaced with newer ones. +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. + + + +[FURTHER HELP](../further-help) || +[GLOSSARY](../glossary) || +[LINKS](../links) + + diff --git a/content/appendices/further-help/index.en.md b/content/appendices/further-help/index.en.md new file mode 100644 index 0000000..3f633dd --- /dev/null +++ b/content/appendices/further-help/index.en.md @@ -0,0 +1,61 @@ ++++ +title = "Further help" +chapter = false +weight = 1 +#pre = "1. " ++++ + +Besides the URLs listed in the Links chapter, there are a couple of +resources on the Internet to help you learn Ardour and fix some of the +problems that you might have along the way. + +## Ardour Manual + +The official Ardour Manual is the main reference to Ardour. It is a work in progress, meaning you will not find every single feature explained there (yet). But it is already an amazing resource: + +[http://manual.ardour.org/](http://manual.ardour.org/) + +## Getting Help via Chat + +A good way to get support when learning Ardour and working with it is +using the **Chat** function. Ardour has a built in "Chat" option, found +in the Main Menu under *Help > Chat* to connect (via your web browser) +to the Ardour [IRC](http://en.wikipedia.org/wiki/IRC) channel at +libera.chat. + +You could also use your IRC capable chat application (like Pidgin or +Xchat) to connect to the Ardour channel (\#ardour or \#ardour-osx) at +the libera.chat network, or use this weblink directly: + +[https://web.libera.chat//#ardour](https://web.libera.chat//#ardour) + +Enter a nickname and connect, you are welcome! + +In such a IRC Chat channel or room, you find the Ardour developers and +other users to chat about using Ardour, problems and/or bugs you are +facing, or about suggestions for Ardour which you want to discuss. + +## Getting Help via Mailing Lists + +For those that prefer mailing lists to IRC chatting, the Ardour Users +mailing list is also a good place where users and some developers +discuss all kinds of problems and ideas related to using Ardour. This is +an active list, with many helpful and knowledgeable users around to help +guide less experienced people. There are sometimes more general +discussions about topics like recording technique, audio interface +selection, etc. + +[http://lists.ardour.org/listinfo.cgi/ardour-users-ardour.org](http://lists.ardour.org/listinfo.cgi/ardour-users-ardour.org%20) + +## Ardour Website + +- [Homepage](http://ardour.org) +- [Forum](https://discourse.ardour.org/) + +**Appendices:** + +[FURTHER HELP](../further-help) || +[GLOSSARY](../glossary) || +[LINKS](../links) || +[CREDITS](../credits) || +[LICENSE](../license) diff --git a/content/appendices/glossary/index.en.md b/content/appendices/glossary/index.en.md new file mode 100644 index 0000000..a7cc503 --- /dev/null +++ b/content/appendices/glossary/index.en.md @@ -0,0 +1,824 @@ ++++ +title = "Glossary" +chapter = false +weight = 2 +#pre = "1. " ++++ + +This glossary offers brief definitions for many or the terms used throuhout the Ardour3 FLOSS Tutorial. + +**Aggregate Device** (Mac OS X) +: 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. + +**AIFF** +: A sound file format developed by Apple and commonly used for lossless +and uncompressed audio. AIFF files are compatible with Windows, +Macintosh and Linux operating systems. + +**ALSA** (Linux) +: Advanced Linux Sound Architecture. ALSA provides audio and MIDI +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 +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**. +**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 +to be armed itself. + +**Artifacts** (sound) +: Perceivable distortion or decrease in sound quality generated as a +by-product of certain signal processing operations. Artefacts are +usually seen as undesirable or unexpected results of an otherwise +intentional sound transformation. + +**Attenuation** +: Reducing the **level** of an audio signal, usually measured using a +**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 +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 +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 +filters, dynamic processors, delay, reverb, time stretch, among others. + +**Audition** +: The auditioner is a hidden mixer strip which auditioned regions are +played back through. Auditioning a region will play only that region, +without processing sends or plugins. + +**Automation** +: Automation is the automatic adjustment of various parameters such as +gain, panning or plugin settings. Changes can be made once and then will +be repeated every time the mix is replayed. Automation in Ardour is +controlled by automation lines linked to each Track or Bus. + +**Auxiliary Controls** +: Buttons on the top right side of the controls found in the Editor +Window: Punch In/Out, Auto Play, Auto Return, Auto Input, Click, Solo, +and Audition. + +**Amplitude** +: The level or magnitude of a signal. Audio signals with a higher +amplitude usually sound louder. + +**Bands** (equalization) +: The particular frequency regions to be boosted or attenuated in the +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. + +**Bass** (Frequencies) +: 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 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 +example, "quarter note equals 60", meaning one quarter note per second). + +**Bit** +: A bit (**bi**nary dig**it**) is a single number with a value of either 0 +or 1. + +**Bit Depth** +: 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 +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 +referred to as **word length**. + +**Buffer Size** (JACK) +: The buffer is a section of memory specifically allotted to temporary +signal data. Small buffer sizes allow a lower latency and so are needed +when using audio applications that require real-time interaction. The +drawback is that CPU consumption for the system is higher with smaller +buffer sizes. Larger buffers (like 512 or 1024) can be used when there +is no such requirement. + +**Built-in Input and Output** +: These are the default interfaces for getting sound in and out of your +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 +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, +whereas the Main Canvas horizontally displays time-based information for +each bus (such as automation lines). + +**BWF** +: Broadcast Wave Format (BWF) is an extension of the popular Microsoft +WAVE audio format and is the recording format of most file-based +non-linear digital recorders used for motion picture and television +production. This file format allows the inclusion of metadata to +facilitate the seamless exchange of sound data between different +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 +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, +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 +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. + +**Click** (Mouse) +: In this manual, it specifically means to click on the left button of +your mouse. Whenever the right button is required, the action is +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 +were not present in the original sound. + +**Clipping Point** +: The clipping point of a digital system is referred to as 0 dB, and +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. + +**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. + +**Compression**(DSP) +: Essentially, compression makes the quiet parts of a signal louder +without changing the level of +the louder parts. This entails a reduction of the actual dynamic range: +a compressed sound is less dynamic (has a smaller range of levels) + +**Compression** (data) +: Like any other data, audio data can be compressed so that it uses less +hard disk space. Compression such as FLAC, ALAC, or MLP reduce the size +of audio files compared to WAV or AIFF without changing the data, which +is referred to as lossless compression. Audio can be compressed to a +still smaller size by using lossy compression such as MP3, Ogg Vorbis or +AAC but this is achieved by removing data which can have an audible +effect. + +**Connections Manager**(JACK) +: 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. + +**Cursor Modes** +: These are the six buttons just below the Transport commands in the +Editor Window. The six different functions that the mouse pointer can +have in Ardour are: Select/Move Objects, Select/Move Ranges, Select Zoom +Range, Draw Gain Automation, Stretch/Shrink Regions, Listen to Specific +Regions. + +**Decibels** +: Decibel is a logarithmic scale used to measure many quantities, +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. + +**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. + +**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"). + +**Disk Image (.dmg)** +: A disk image is a single file containing the complete contents and +structure representing a data storage medium or device. By +double-clicking on a .dmg file on a Mac, a virtual device will be +mounted to your Desktop (it will look as if you had inserted a USB +device or a DVD, for example). Many software installers in OS X are +available as .dmg files. + +**Driver**(JACK) +: Software written to control hardware. CoreAudio is the Mac sound driver. +ALSA is the most common Linux driver. + +**DSP** +: Digital Signal Processing. + +**Dynamic Range** +: Used to refer to the difference between the loudest and the quietest +sound that can possibly recorded, as well as the amount of detail which +can be heard in between those extremes. Sounds which are too quiet to be +recorded are said to be below the **noise floor**of the recording system +(microphone, recorder, sound card, audio software, etc). Sounds which +are too loud will be **distorted**or **clipped**. + +**Edit** **Modes** +: The three available Edit Modes (**Slide Edit**, **Slice Edit**, and +**Lock Edit**) control the behavior of editing operations in the **Main +Canvas**. + +**Edit Point** +: The point in the Main Canvas where an action such as Paste takes place. +This can be the Mouse, the Playhead or a Marker. + +**Editor Window** +: Ardour provides two ways of viewing a session: the Editor and the Mixer. +The Editor represents the time based aspects of a session: it shows +tracks and busses as horizontal timeline displays, with material within +the tracks (audio, MIDI, video, automation data, etc.) arranged along +the horizontal (time) axis. + +**EQ** +: See Equalization. + +**Equalization** +: Equalization (EQ) is the process of adjusting the relative levels of +different frequencies in a recording or signal. In other words, it is +the process of boosting or attenuating the various frequency bands of a +sound according to a chosen artistic goal. + +**Filter** +: A type of signal processing that supresses some frequencies. + +**Floating Point Numbers** +: It is simply a number with a decimal point. "Floating Point" refers to +the specific technique the computer uses to represent a larger range of +integer and non-integer values. + +**FLAC** +: An open source lossless audio format generally compatible with Linux, +Windows and Macintosh. Unlike AIFF and WAV, FLAC is a compressed format, +allowing file sizes to be reduced. + +**FLOSS** +: FLOSS stands for Free Libre Open Source Software. FLOSS Manuals is a +collection of manuals about free and open source software together with +the tools used to create them and the community that uses those tools. +They include authors, editors, artists, software developers, activists, +and many others. + +**Format** (audio file) +: The types of sound file that sounds are saved as. Among the most common +are AIFF, WAV, FLAC, mp3 and Ogg Vorbis. + +**fps** +: Frames Per Second. Frame rate, or frame frequency is the frequency +(rate) at which an imaging device produces unique consecutive images +called frames. The term applies equally well to computer graphics, video +cameras, film cameras, and motion capture systems. Frame rate is most +often expressed in frames per second (FPS). + +**Frequency** +: Refers to the number of times an oscillation occurs in one second. +Frequency is measured in **Hertz**, and is correlated to the **pitch** +of a sound. Frequency is a **linear** scale, while pitch is +**logarithmic**. The pitch 'A' above the middle C has a frequency of 440 +Hz. The 'A' one octave above is twice that frequency (880 Hz). + +**Gain** +: Increasing the **level**of an audio signal, usually measured using a +**logarithmic** scale. See also **attenuation**. + +**Grid** +: The Grid is a system of points that a Region might snap to while editing +it. The Grid can be "No Grid", "Grid" or "Magnetic". + +**Grid Points** +: The points in the **Grid** which Regions will snap to when it is active. +Grid Points may be minutes, seconds, video frames, bars, beats or some +multiple of beats. + +**Hertz** +: A term used to describe the number of times something occurs in one +second. In digital audio, it is used to describe the **sampling rate**, +and in acoustics it is used to describe the **frequency** of a sound. +Thousands of Herz are described as kHz (kilo Herz). + +**High Shelf** +: In an **Equalizer**, a **Shelf** cuts or boosts everything above (High +Shelf) or below (Low Shelf) a specific frequency. + +**Headroom** +: The range of **Decibels** between the region's maximum **Peak**and the +**Clipping Point** is commonly referred to as **Headroom**. It is common +recording practice to keep approximately three to six Decibels of +Headroom between the maximum of your signal and the Clipping Point. + +**Jack Audio Connection Kit (JACK)** +: JACK is a low-latency audio system which manages connections between +Ardour and the soundcard of your computer, and between Ardour and other +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** +for more details. + +**JackPilot** +: The control interface that comes with JackOSX. + +**Jack Server** +: The Jack Server is the "engine" or "backend" of the Jack Audio +Connection Kit. + +**Jack Router** +: The Jack Router allows audio to be routed from one application to +another using the **Jack Server**. + +**JAMin** +: JAMin is the Jack Audio Connection Kit Audio Mastering interface. JAMin +is an open source application designed to perform professional audio +mastering of stereo input streams. It uses **LADSPA** for digital signal +processing (DSP). + +**LADSPA Plugins** +: Linux Audio Developer Simple Plugin API (LADSPA) is a standard that +allows software audio processors and effects to be plugged into a wide +range of audio synthesis and recording packages. For instance, it allows +a developer to write a reverb program and bundle it into a LADSPA +"plugin library." Ordinary users can then use this reverb within any +LADSPA-friendly audio application. Most major audio applications on +Linux support LADSPA. + +**Latency** +: Latency is the amount of time needed to process all the samples coming +from sound applications on your computer and send it to the soundcard +for playback, or to gather samples from the sound card for recording or +processing. A shorter latency means you will hear the results quicker, +giving the impression of a more responsive system. However, with a +shorter latency you also run a greater risk of **glitches** in the audio +because the computer might not have enough time to process the sound +before sending it to the soundcard. A longer latency means fewer +glitches, but at the price of a slower response time. Latency is +measured in milliseconds. + +**Limiting** +: The process by which the amplitude of the output of a device is +prevented from exceeding a predetermined value. + +**Linear** +: A scale of numbers which progresses in an additive fashion, such as by +adding one (1, 2, 3, 4...), two (2, 4, 6, 8...) or ten (10, 20, 30, +40...). Multiplying an audio signal, for example, by either a linear or +a logarithmic scale will produce very different results. The scale of +**frequency** is linear, while the scales of **pitch** and **gain** are +logarithmic. + +**Linux kernel** +: The core of the GNU/Linux operating system. In a **Real-time System**, +this kernel is usually **Compiled**with new parameters which speed up +the use of audio applications in the system. + +**Lock Edit** +: One of the three available **Edit Modes**, Lock Edit is similar to +**Slice Edit**, but regions will remain at their original positions +regardless of any edit operation performed. + +**Logarithmic** +: A scale of numbers which progresses according to a certain ratio, such +as exponentially (2, 4, 8, 16, 256...). Both scales of **pitch** and +**gain** are logarithmic, while the scale of **frequency** is linear. + +**Lossless** +: See **Compression** (data) + +**Lossy** +: See Compression (data) + +**Loudness** +: Unlike **amplitude**, which expresses the physical power of a sound, +loudness is the perceived strength of a sound. Tones at different +frequencies may be perceived as being at different loudnesses, even if +they are at the same amplitude. + +**LV2** +: LV2 is an open standard for plugins and matching host applications, +mainly targeted at audio processing and generation. LV2 is a simple but +extensible successor of LADSPA, intended to address the limitations of +LADSPA which many applications have outgrown. + +**Main Canvas** +: In the Editor Window of Ardour, the Main Canvas is the space just below +the timeline rulers where Tracks and Busses are displayed horizontally. + +**Master Out** +: A master out is a bus to which all (or most) tracks and other busses +send their output. It provides a convenient single point of control for +the output of Ardour, and is a typical location for global effects. +Master out use is enabled by default, and the master out bus is set up +to be stereo. + +**Meter** +: The grouping of strong and weak beats into larger units called bars or +measures. + +**Mixing** +: Audio mixing is the process by which a multitude of recorded sounds are +combined into one or more channels, most commonly two-channel stereo. In +the process, the levels, frequency content, dynamics and panoramic +position of the source signals are commonly manipulated and effects such +as reverb may be added. + +**MIDI** +: MIDI is an industry-standard protocol defined +in^[](http://en.wikipedia.org/wiki/Musical_Instrument_Digital_Interface#cite_note-0)^ +1982 that enables electronic musical instruments such as keyboard +controllers, computers and other electronic equipment to communicate, +control, and synchronize with each other. MIDI allows computers, +synthesizers, MIDI controllers, sound cards, samplers and drum machines +to control one another, and to exchange system data. MIDI does not +transmit audio signals, but simply messages such as note number (pitch), +velocity (intensity), note-on, and note-off. + +**Mixer Strip** +: Each track and bus is represented in the Mixer Window by a vertical +Mixer Strip** that contains various controls related to signal flow. +There are two places in Ardour in which you can see mixer strips. The +mixer window is the obvious one, but you can also view a single mixer +strip on the left hand side of the Editor (shift + E to hide/view) + +**Mixer Window** +: The Mixer shows the session by representing tracks vertically as Mixer +Strips, with controls for gain, record enable, soloing, plugins etc. The +Mixer represents the signal flow of Tracks and Busses in an Ardour +session. The mixer window provides a view that mimics a traditional +hardware mixing console. + +**Monitoring** +: Monitoring is the process of routing a specific mix or submix of your +session into separate outputs (like headphones). For example, a musician +being recorded may want to listen to existing material while performing. +Ardour and JACK make it easy to setup monitor outs since any incoming +signal can then be delivered back to any output, optionally mixed +together with other signals and with any kind of sound processing added. + +**Mono** +: A mono sound file contains only one channel of audio. A mono track in +Ardour has only one input and handles mono sound files. + +**MP3** +: A lossy, size-compressed sound file **Format**. + +**Graphic Equalizer/Multi-Band Equalizer** +: A Graphic (or Multi-Band) Equalizer consists of a bank of sliders for +boosting or attenuating different frequency of a sound. + +**Non-destructive Editing/Recording** +: This is a form of editing where the original content is not modified in +the course of editing. Behind the scenes, the original sound file is +kept intact, and your edits are in fact a list of instructions that +Ardour will use in order to reconstruct the signal from the original +source when you play it back. For example, creating fade-ins and +fade-outs on your Regions is a type of non-destructive editing. + +**Normalize** +: To normalize an audio signal means to adjust its **Gain** so that it +peaks at the maximum the sound card allows before **Clipping**. + +**Normal Mode** +: See **Track Mode**. + +**Note value** +: The proportional duration of a note or rest in relation to a standard +unit. For instance, a 'quarter note' (crotchet) is so-called because its +relative duration is one quarter of a whole note (semibreve). + +**Octave** (music) +: A distance of 12 semitones between two notes. In **Hertz**, the ratio of +an octave is 2:1. For example, the note 'A' above the middle C has a +frequency of 440 Hz. The note 'A' one octave above is 880 Hz, and one +octave below is 220 Hz. + +**Ogg Vorbis** +: An open source lossy, size-compressed sound file format. + +**Panning** +: Panning is the location of sounds in the **Stereo Field**. + +**Parametric Equalizer** +: The Parametric Equalizer is the most versatile type of**EQ** used for +**Mixing** because of its extensive control over all the parameters of +filtering. + +**Peaks** +: Peaks are a graphical representation of the maximum **Levels** of a +**Region**. + +**Peak Meters** +: Peak Meters are a running representation of the maximum Levels of a +Region, and are located next to the Fader in the Mixer Window, and also +in the Track Mixer, of each Track. + +**Pitch** +: Pitch represents the perceived fundamental frequency of a +sound.^[](http://en.wikipedia.org/wiki/Pitch_(music)#cite_note-0)^^^It +is one of the three major auditory attributes of sounds along with +loudness and timbre. In MIDI, pitch is represented by a number between 0 +and 127, with each number representing a key on a MIDI keyboard. The +relation of pitch to **Frequency** is **Logarithmic**. This means that a +sound which is heard as one **Octave**(+12 MIDI notes) above another one +is twice the frequency in Hz, while a sound one octave below (-12 MIDI +notes) is half the frequency. + +**Playhead** +: In Ardour, the Playhead is the red line that moves in time (i.e., left +to right) to indicate the current playback position. + +**Plugin** +: In computing, a plugin consists of a computer program that interacts +with a host application (in this case, Ardour) to provide a certain +function "on demand", usually a very specific one. Reverb, filters, and +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. + +**Post-Fader** (Plugin or Send) +: In the Mixer Strip, the post-fader area is the black space below the +gain slider, to which plugins or sends can be added. The input of these +plugins and sends will be the signal *after* any manual or automated +gain change (thus "post-fader"). + +**Pre-Fader** (Plugin or Send) +: In the Mixer Strip, the pre-fader area is the black space above the gain +slider, to which plugins or sends can be added. The input of these +plugins and sends will be the incoming signal *before* it is affected by +any manual or automated gain changes controlled by the slider (thus +"pre-fader"). + +**Quantization** +: In signal processing, quantization may refer to bit depth (see **bit +depth** definition). In MIDI, quantization refers to the process of +aligning notes to a precise temporal grid. This results in notes being +set on beats or exact fractions of beats. MIDI sequencers typically +include some type of quantization function. + +**Range** +: A segment of time. Ranges are created with the Select/Move Ranges tool +and may include one or more tracks. Loop and punch ranges are special +types of ranges that are created and manipulated with the loop/punch +ranges meter. + +**Real-time System**(Linux) +: In a **Real-time System**, the **Linux kernel** is usually recompiled +(rebuilt) with new parameters, and other settings in the system are +optimized which speed up the use of audio applications in the system. + +**Regions** +: Regions are the basic elements of editing and composing in Ardour. Each +region represents all or part of an audio file. Removing a region from a +track does not remove the audio file from the disk. + +**Region List** +: The region list is located at the right hand side of the Editor Window +and it shows all the regions associated with the session. + +**Reverberation** +: Reverberation is the persistence of sound in a particular space after +the original sound source is +removed.^[](http://en.wikipedia.org/wiki/Reverberation#cite_note-0)^^^A +reverberation, or reverb, is created when a sound is produced in an +enclosed space causing a large number of echoes to build up and then +slowly decay as the sound is absorbed by the walls and air. Digital +reverberation can be added to a sound in Ardour through the use of +plugins. + +**Right Click** (mouse) +: Click on the right button of your mouse. + +**Routing** +: Routing is sending an audio signal from somewhere to somewhere else. +Signals can be routed not only from the outside world into Ardour and +vice-versa, but also within Ardour itself (for example, from a Track to +a Bus). + +**Rulers** +: Rulers are the thin horizontal bars that display the time line, helping +to see when exactly a region or sound starts or stops. Also displayed +with the rulers are the meter and tempo markers, the location markers, +the range markers and the loop/punch ranges. + +**Sample** (data) +: In digital audio, a sample is the smallest possible segment of a +recorded sound. In CD audio, for example, it takes 44,100 samples to +make one second of recorded sound, and so we can say that the **sampling +rate** is 44,100 **Hertz**. Samples also have a **bit depth** which +determines the **dynamic range** that is possible to record and +playback. Common bit depths are 16 (for CD audio), 24 (for studio +recording and DVDs) or 32 (for sounds inside the computer). + +**Sample** (music) +: In electronic music, the word sample can mean any portion of sound +extracted from an existing piece of music to be reused in a new +composition. + +**Sampler** +: An electronic music instrument or software which plays back a recorded +sound (or **sample**) whenever it is sent a **note** message. The +**pitch** of the note determines how fast or slow the sample is played +back, which emulates the pitch changes in other instruments. Samples can +be looped (played over and over) and one-shot (played once). + +**Sampling Rate** +: The rate at which the computer records and plays back sound, which is +measured in **Hertz**representing the number of **samples**per second. +CD audio is recorded and played at 44,100 Hz (or 44.1 kHz), while DVD +audio runs at 96,000 Hz (96 kHz) and cheap consumer gadgets like voice +recorders, video games, mobile phones, toys and some MP3 players often +use a rate of 22,050 Hz (22.05 kHz) or even less. The sampling rate +determines the highest **frequency** that can be recorded or played, +which is expressed by the Nyquist number (half the sampling rate). +Playing back sounds at a different sampling rate then they were recorded +at will result in hearing that sound at the "wrong speed". + +**Send** +: An optional auxiliary output for a track or bus. + +**Session** +: A session is all of the information that constitutes one project in +Ardour. Each session is saved in its own folder containing all the +audio, region and parametric data, and a master file with the .ardour +extension. + +**Shelf** +: In an **Equalizer**, a **Shelf** cuts or boosts everything above (High +Shelf) or below (Low Shelf) a specific frequency. + +**Slice Edit** +: One of the three available **Edit Modes**, Slice Edit does not allow +dragging regions around, but still allows you to perform slice +operations (such as cut, paste, and split). Space between regions will +be kept constant after any edit operation that affects it. If you delete +the second half of a region, for example, any subsequent regions on the +same track will automatically move back in the time grid. + +**Slide Edit** +: Another one of the three available **Edit Modes**, Slide Edit is the +default mode. It allows you to drag regions around horizontally (within +the same track) and vertically (between tracks). + +**SMPTE timecode** +: : A set of cooperating standards to label individual frames of video +or film with a timecode defined by the Society of Motion Picture and +Television Engineers. Timecodes are added to film, video or audio +material, and have also been adapted to synchronize music. They provide +a time reference for editing, synchronization and identification. + +**Snap Mode** +: The **Snap Mode** menus are found just below the **Clocks**. They +control the amount **Quantization** of the time grid, i.e., the amount +of "snap" an audio **Region** has to the type of grid you have chosen. + +**Snapshots** +: Saving a snapshot in Ardour is similar to saving the session to a new +file to avoid overwriting the original session file. A snapshot contains +the current state of your work, while sharing all the audio and data +files of the Session. If you were trying to find a "Save As" function in +Ardour, saving a snapshot is probably what you are looking for. + +**Solo** +: Toggle switch found in track controls and mixer strips. When toggled on, +only solo tracks will send output. Several tracks can be marked solo at +once. The general Solo button (top row of controls in the Editor Window) +can be used to un-solo all soloed tracks at once. + +**Spectrum** +: The representation of a signal in terms of its frequency components. + +**Stereo** +: A stereo sound file contains two channels of audio (usually known as +Left and Right channels). A stereo track in Ardour has two inputs and +outputs, in order to record and playback stereo files. + +**Stereo Field** +: Stereo field is the perception of spatial location of sounds based on a +sound reproduction system of 2 channels (Left and Right). + +**Take**(recording) +: A sequence of sound recorded continuously at one time. + +**Tape Mode** +: See **Track Mode**. + +**Tempo**(music) +: The rate at which beats occur. Precise Tempo indications are measured in +**bpm** (beats per minute), although subjective indications are also +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 +and Linux though, include a terminal which may make some tasks easier +for some users. + +**Timecode** +: A time code is a sequence of numeric codes generated at regular +intervals by a timing system. The SMPTE family of timecodes is almost +universally used in film, video and audio production. + +**Time Signature** (music) +: A sign placed at the start of a piece of music (after the clef and key +signature) or during the course of it, indicating the meter of the +music. + +**Track** +: A Track is the place to where you can drag a **Region** from your +**Region List**and where you can record sounds coming from an +outside source. The Mixer Strip vertically represents the signal flow of +a track, whereas the Main Canvas horizontally displays time-based +information for each track. + +**Track Mode** +: **Track Mode** gives you a choice between **Normal Mode** and **Tape +Mode**. Normal Mode creates a new Region for each Recording **Take**, +while **Tape Mode** destructively records--in other words the previous +Take of a Track is eliminated with each new Take. + +**Transport** +: The buttons located on the upper left corner of the Editor Window, with +controls such as Rewind, Play, Stop. + +**Treble**(frequencies) +: Generic way of referring to high frequencies of the **Spectrum** of a +sound. + +**VST (Virtual Studio Technology)** +: [Steinberg](http://en.wikipedia.org/wiki/Steinberg) VST is an +interface for integrating software audio synthesizer and effect plugins +with audio editors and digital workstations such as Ardour. VST and +similar technologies use digital signal processing to simulate +traditional recording studio hardware with software. Thousands of +plugins exist, both commercial and freeware. VST was created by +Steinberg. + +**WAV** +: A sound file format developed by Microsoft and IBM and commonly used for +lossless and uncompressed audio. WAV files are compatible with Windows, +Macintosh and Linux operating systems. + +**Waveform** +: The time-domain visual representation of a sound. Waveforms are drawn +inside the colored rectangles representing Regions in the Main Canvas. + +**Word length** +: See **Bit Depth**. + +**Appendices:** +[FURTHER HELP](../further-help) || +[LINKS](../links) || +[CREDITS](../credits) diff --git a/content/appendices/license/index.en.md b/content/appendices/license/index.en.md new file mode 100644 index 0000000..4c7b911 --- /dev/null +++ b/content/appendices/license/index.en.md @@ -0,0 +1,322 @@ ++++ +title = "License" +chapter = false +weight = 5 +#pre = "1. " ++++ + + +License +------- + +All chapters copyright of the authors (see below). Unless otherwise +stated all chapters in this manual licensed with **GNU General Public +License version 2**. + +This documentation is free documentation; you can redistribute it and/or +modify it under the terms of the GNU General Public License as published +by the Free Software Foundation; either version 2 of the License, or (at +your option) any later version. + +This documentation is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General +Public License for more details. + +You should have received a copy of the GNU General Public License along +with this documentation; if not, write to the Free Software Foundation, +Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + + +General Public License +---------------------- + +Version 2, June 1991 + +Copyright (C) 1989, 1991 Free Software Foundation, Inc. +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA + +Everyone is permitted to copy and distribute verbatim copies +of this license document, but changing it is not allowed. + +**Preamble** + +The licenses for most software are designed to take away your freedom to +share and change it. By contrast, the GNU General Public License is +intended to guarantee your freedom to share and change free software--to +make sure the software is free for all its users. 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" ++++ + +Useful links: + +#### Ardour: +[http://ardour.org/](http://ardour.org/) + +#### Ardour reference manual (in progress): +[http://manual.ardour.org/](http://manual.ardour.org/) + +#### Jack Audio Connection Kit +[http://jackaudio.org/](http://jackaudio.org/) + +#### Jack OS X +[http://jackosx.com/](http://jackosx.com/) + +#### JAMin +[http://jamin.sourceforge.net/](http://jamin.sourceforge.net/) + +#### Tutorial: Mastering with JAMin and Ardour +[http://jamin.sourceforge.net/en/tutorial.html](http://jamin.sourceforge.net/en/tutorial.html) + +**Appendices:** +[FURTHER HELP](../further-help) || +[GLOSSARY](../glossary) || +[CREDITS](../credits) diff --git a/content/editing-sessions/_index.en.md b/content/editing-sessions/_index.en.md new file mode 100644 index 0000000..7e90229 --- /dev/null +++ b/content/editing-sessions/_index.en.md @@ -0,0 +1,11 @@ ++++ +title = "Editing sessions" +chapter = true +weight = 4 +pre = "4. " ++++ + +### Chapter 4 +# Editing sessions + +How to arrange tracks, then cut, loop, and stretch regions diff --git a/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound.png b/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound.png new file mode 100644 index 0000000..476bd0c Binary files /dev/null and b/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound.png differ diff --git a/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound_2.png b/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound_2.png new file mode 100644 index 0000000..3959026 Binary files /dev/null and b/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound_2.png differ diff --git a/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound_3.png b/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound_3.png new file mode 100644 index 0000000..1e04697 Binary files /dev/null and b/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound_3.png differ diff --git a/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound_4.png b/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound_4.png new file mode 100644 index 0000000..fee37a6 Binary files /dev/null and b/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound_4.png differ diff --git a/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound_5.png b/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound_5.png new file mode 100644 index 0000000..65aa89c Binary files /dev/null and b/content/editing-sessions/arranging-tracks/en/Ardour4_Freesound_5.png differ diff --git a/content/editing-sessions/arranging-tracks/index.en.md b/content/editing-sessions/arranging-tracks/index.en.md new file mode 100644 index 0000000..f6e6447 --- /dev/null +++ b/content/editing-sessions/arranging-tracks/index.en.md @@ -0,0 +1,66 @@ ++++ +title = "Arranging tracks" +chapter = false +weight = 1 +#pre = "1. " ++++ + +In the following chapters we will use Ardour to create a short rhythmic +passage using several drumkit samples. + +We will continue working on this +passage in later tutorials, such as **Working with Regions** and +**Creating Looped Sections**. We assume that you have read the chapters +in the **Getting Started** section already, and are familiar with +**Importing Audio**, **Tracks**, and the **Timeline**. + +Importing Samples +----------------- + +The first step is to add some sounds, which is discussed at length in +the **Importing Audio** chapter. Here, we are using the **Add existing +media** dialog ("*Ctrl*" + "*I*") to import some drumkit samples as +regions. The samples used in this tutorial were obtained from a sample +pack from the [freesound.org](http://www.freesound.org/) website (Nord Drum Mini Kit sample pack, which you can download [here](https://freesound.org/people/menegass/packs/10430/)). + +![FS2](en/Ardour4_Freesound.png) + +After importing a few sounds from the downloaded sample pack (bass drum, snare, hi-hat, clap), +our session looks like this (in this case I used the "*Add files as new tracks*" option, and inserted "*at session +start*". The drumkit samples appear as new individual tracks in the Editor Window, each with the name of the +audio file used. If the file names are too long or obscure, you may want to rename your tracks for clarity. + +![FS2](en/Ardour4_Freesound_2.png) + +Organizing the Tracks +--------------------- + +Now we rename the tracks so we can quickly see the location of each +instrument (double-click on the track name to edit it). + +![FS3](en/Ardour4_Freesound_3.png) + +You may also wish to rearrange the order of the tracks from top to +bottom in the editor window. Do that by clicking the **Tracks & +Busses** tab at the far right of the Editor Window and drag-and-dropping +the tracks in the order you want. + +![FS4](en/Ardour4_Freesound_4.png) + +{{% notice tip %}} +You can also use the V check boxes in this tab to view or hide +Tracks in the Main Canvas. +{{% /notice %}} + +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.  + +![FS6](en/Ardour4_Freesound_5.png) + +Continuing +---------- + +In the next step we will learn about **Setting Up the Meter** to +organize these samples into a rhythm. + +Next: [SETTING UP THE METER](../setting-up-the-meter) diff --git a/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_Audition.png b/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_Audition.png new file mode 100644 index 0000000..b6a6f69 Binary files /dev/null and b/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_Audition.png differ diff --git a/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_C.png b/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_C.png new file mode 100644 index 0000000..1c10eec Binary files /dev/null and b/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_C.png differ diff --git a/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_D.png b/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_D.png new file mode 100644 index 0000000..1495da9 Binary files /dev/null and b/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_D.png differ diff --git a/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_E.png b/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_E.png new file mode 100644 index 0000000..6278f6e Binary files /dev/null and b/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_E.png differ diff --git a/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_G.png b/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_G.png new file mode 100644 index 0000000..c133482 Binary files /dev/null and b/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_G.png differ diff --git a/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_R.png b/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_R.png new file mode 100644 index 0000000..c55900c Binary files /dev/null and b/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_R.png differ diff --git a/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_T.png b/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_T.png new file mode 100644 index 0000000..31dd50d Binary files /dev/null and b/content/editing-sessions/changing-edit-modes/en/Ardour4_EditModes_T.png differ diff --git a/content/editing-sessions/changing-edit-modes/en/Ardour4_Navigation.png b/content/editing-sessions/changing-edit-modes/en/Ardour4_Navigation.png new file mode 100644 index 0000000..4ec3547 Binary files /dev/null and b/content/editing-sessions/changing-edit-modes/en/Ardour4_Navigation.png differ diff --git a/content/editing-sessions/changing-edit-modes/en/Ardour6_Edit_Modes_Cursor_Modes.png b/content/editing-sessions/changing-edit-modes/en/Ardour6_Edit_Modes_Cursor_Modes.png new file mode 100644 index 0000000..3c3dfba Binary files /dev/null and b/content/editing-sessions/changing-edit-modes/en/Ardour6_Edit_Modes_Cursor_Modes.png differ diff --git a/content/editing-sessions/changing-edit-modes/en/Ardour6_Zoom_Options.png b/content/editing-sessions/changing-edit-modes/en/Ardour6_Zoom_Options.png new file mode 100644 index 0000000..55c6bbb Binary files /dev/null and b/content/editing-sessions/changing-edit-modes/en/Ardour6_Zoom_Options.png differ diff --git a/content/editing-sessions/changing-edit-modes/index.en.md b/content/editing-sessions/changing-edit-modes/index.en.md new file mode 100644 index 0000000..3fe5cde --- /dev/null +++ b/content/editing-sessions/changing-edit-modes/index.en.md @@ -0,0 +1,119 @@ ++++ +title = "Changing edit modes" +chapter = false +weight = 6 +#pre = "1. " ++++ + +We have already learned a bit about the Grab Mode (select/move objects) and Range Mode. In +this chapter we will get an overview of all the **Edit Modes** and +**Cursor Modes** available on that part of the Editor Window. + +## Edit Modes and Cursor Modes + +![Ardour Edit Modes](en/Ardour6_Edit_Modes_Cursor_Modes.png) + +These controls define the behavior of the main canvas and the different +functions of the cursor. + +The drop-down **Edit Mode** menu contains three options. **Slide Edit** +is the standard mode, and the one we will be using in this tutorial. It +allows you to freely drag regions around horizontally (within the same +track) and vertically (between tracks). The other two options limit or +block your ability to move regions from their positions, but we will not +cover them in detail here. + +### Grab Mode (shortcut "*G*") + +![G](en/Ardour4_EditModes_G.png) + +This Cursor Mode allows you to select or move objects such as regions +and breakpoints (in an automation curve). When this Cursor Mode is +selected, your cursor pointer will look like a little hand icon. + +### Range Mode (shortcut "*R*") + +![R](en/Ardour4_EditModes_R.png) + +This Cursor Mode allows you to click and drag to define or resize time +Ranges.  When this Cursor Mode is selected, your cursor pointer will +look like a vertical line. Time ranges can be selected over one or several tracks, depending on the selection of your tracks. + +### **Cut Mode** (shortcut *"C"*) + +![C](en/Ardour4_EditModes_C.png) + +Use this Cursor Mode to split Regions into smaller Regions. The cursor turns into the shape of scissors. This allows you to point and click on a Region to split it at the cursor. + +{{% notice tip %}} +You can cut Regions directly from the Grab Mode too (sometimes this method can be more practical.) Without leaving the Grab Mode, simply place the mouse at the desired location on the Region to be cut, and hit the shortcut *"S"* (for "split"). Important: your Edit Point (to the right of the Grid settings) must be set to Mouse. +{{% /notice %}} + +### **Stretch/Shrink Region** (shortcut *"T"*) + +![T](en/Ardour4_EditModes_T.png) + +This Cursor Mode allows you to drag and resize the duration of an entire +Region without changing the Pitch. This is sometimes called 'Time +stretching', hence the shortcut **"T"**. Please see the chapter on +**Stretching/Shrinking Regions** for more details. When this Cursor Mode +is selected, your cursor pointer will look like a diagonal arrow. + +### **Audition Mode (listen to specific regions)** + +![Audition](en/Ardour4_EditModes_Audition.png) + +This Cursor Mode allows you to click on any existing Region on any track +and have it immediately played back. Playback stops at the end of the +Region. When this Cursor Mode is selected, your cursor pointer will look +like a small loudspeaker icon. + +{{% notice tip %}} +You can also quickly audition a selected Region without leaving the Grab Mode. Simply select a Region and hit the shortcut key "*H*". +{{% /notice %}} + +### **Draw Mode (shortcut D)** + +Use this mode to draw gain automation points. Cursor looks like a pencil. Automation will be discussed in detail in the chapter [Using Automation](../using-automation). + +You can also *edit* individual points in this mode if you bring your cursor right on top of the automation point you want to move (mouse will turn into a small cross). However, if you are not precise this may accidentally create a new automation point. If this becomes a problem, you should use the next Mode, which only allows for editing existing points, not creating new ones. + +![D](en/Ardour4_EditModes_D.png) + +### **Internal Edit Mode (shortcut E)** + +Use this mode to edit existing gain automation points. Cursor looks like a hand, and turns into a small cross when you are on top of an existing point. Click (hold the click down) and drag in order to move points. + +![E](en/Ardour4_EditModes_E.png) + +### MIDI + +The last two buttons explained above are also used to create and edit MIDI information. + +### Horizontal Zoom and view options + +![Z](en/Ardour6_Zoom_Options.png) + +The main shortcuts you will probably be using all the time are "*-*" and "*=*" (zoom out and zoom in, respectively). Zooming will happen in relation to the Edit Point currently chosen (Mouse, Marker, or Playhead). If in doubt of which Edit Point to choose, try Mouse. + +The Zoom to Session button (shortcut "*_*" - that's the underscore character) zooms in or out as needed so that you can see the Start and End markers of your project. + +All the zoom options discussed above control the amount of *horizontal* content you will be seeing on screen. Once you have a session with several tracks, you will also want to control the amount of *vertical* content you are able to fit (see) on the screen. There are several ways to do this: + +* Use the "*Number of visible tracks*" drop down menu to select how many tracks you want to fit on your screen. +* Use the "*Shrink tracks*" button to make all selected tracks smaller. +* Use the "*Expand tracks*" button to make all selected tracks larger. +* You can also change an individual track size by dragging from its bottom edge, or right clicking on the track header and selecting the desired "Height". + +#### The navigation tool + +You can use the navigation tool at the bottom of the Editor window in order to scroll up and down the session, and adjust horizontal and vertical zoom by adjusting the size of the viewing rectangle. + +![navigation](en/Ardour4_Navigation.png) + +## Continuing + +In the following chapter, we will see how to take the Regions we have +edited and **Creating Looped Sections** from them. + +Next: [Creating looped sections](../creating-looped-sections) diff --git a/content/editing-sessions/creating-looped-sections/en/Ardour4_Combine_Regions_1.png b/content/editing-sessions/creating-looped-sections/en/Ardour4_Combine_Regions_1.png new file mode 100644 index 0000000..30049ff Binary files /dev/null and b/content/editing-sessions/creating-looped-sections/en/Ardour4_Combine_Regions_1.png differ diff --git a/content/editing-sessions/creating-looped-sections/en/Ardour4_Combine_Regions_2.png b/content/editing-sessions/creating-looped-sections/en/Ardour4_Combine_Regions_2.png new file mode 100644 index 0000000..2673164 Binary files /dev/null and b/content/editing-sessions/creating-looped-sections/en/Ardour4_Combine_Regions_2.png differ diff --git a/content/editing-sessions/creating-looped-sections/en/Ardour4_Combine_Regions_3.png b/content/editing-sessions/creating-looped-sections/en/Ardour4_Combine_Regions_3.png new file mode 100644 index 0000000..383af40 Binary files /dev/null and b/content/editing-sessions/creating-looped-sections/en/Ardour4_Combine_Regions_3.png differ diff --git a/content/editing-sessions/creating-looped-sections/en/Ardour4_Consolidate_Range_1.png b/content/editing-sessions/creating-looped-sections/en/Ardour4_Consolidate_Range_1.png new file mode 100644 index 0000000..63a7ac8 Binary files /dev/null and b/content/editing-sessions/creating-looped-sections/en/Ardour4_Consolidate_Range_1.png differ diff --git a/content/editing-sessions/creating-looped-sections/en/Ardour4_Consolidate_Range_2.png b/content/editing-sessions/creating-looped-sections/en/Ardour4_Consolidate_Range_2.png new file mode 100644 index 0000000..ff06a8e Binary files /dev/null and b/content/editing-sessions/creating-looped-sections/en/Ardour4_Consolidate_Range_2.png differ diff --git a/content/editing-sessions/creating-looped-sections/en/Ardour4_Multi-Duplicate.png b/content/editing-sessions/creating-looped-sections/en/Ardour4_Multi-Duplicate.png new file mode 100644 index 0000000..95a6c90 Binary files /dev/null and b/content/editing-sessions/creating-looped-sections/en/Ardour4_Multi-Duplicate.png differ diff --git a/content/editing-sessions/creating-looped-sections/index.en.md b/content/editing-sessions/creating-looped-sections/index.en.md new file mode 100644 index 0000000..27acaf3 --- /dev/null +++ b/content/editing-sessions/creating-looped-sections/index.en.md @@ -0,0 +1,109 @@ ++++ +title = "Creating looped sections" +chapter = false +weight = 7 +#pre = "1. " ++++ + +You can easily repeat sections of audio in your Ardour session. + +Here, we take the short rhythmic passage we created in **Working with Regions** +and duplicate it to make a loop. + +Before duplicating the passage, it is a good idea to combine individual +regions in the same track into a single one: it is easier to move them +around this way, and it prevents you from accidentally moving a single +hihat out of place, for example. There are two ways of doing this: +**Combine Regions** (allows you to "uncombine" later on), and +**Consolidate Range** ("writes it in stone", does not allow you to +separate them later). + +If you are still planning on making alterations to the rhythm (adding, +removing, or moving individual regions), it may be better to use the +**Combine** regions option. If you like the sequence the way it is and +don't want or don't care to have the ability to separate them later, use +**Consolidate Range** option. + +## Combine Regions + +Simply select all the regions you want to combine: + +![combine](en/Ardour4_Combine_Regions_1.png) + +Then go to menu *Region > Edit > Combine* (or right-click on the +selected regions and find the same option through the context menu, as +shown below): + +![combine2](en/Ardour4_Combine_Regions_2.png) + +The combined regions will look like this (note the word "compound" +appended to the name): + +![combine4](en/Ardour4_Combine_Regions_3.png) + +Should you need to separate them again in the future, simply select the +compound region and go to the same menu and choose the option +"*Uncombine*". + +## Consolidating the Range + +A more permanent alternative to **Combine** is to use **Consolidate**. +When you've arranged your Regions into a single "loop cycle" and you're +satisfied with the sound, create a **Range** with all the regions that +will make up the loop. First, make sure every Track used in the loop is +selected. Unselected Tracks are gray, and selected ones are blue. If any +of the Tracks you used are not selected, hold down the *Shift* key while +clicking on them to add them to the selected group. Finally, use the +Range tool to select the entire loop.  + +Once again, the **Grid** setting will help you to set the range +precisely to the start and end points of your metric bar. Once you have +the entire loop selected, Right-Click on the range and select +"*Consolidate range*". If you would like any Automation or Plugin +effects you have added to the loop to be included, select "*Consolidate +range with processing*". + +![consolidate](en/Ardour4_Consolidate_Range_1.png) + +When the range is **Consolidated**, new Regions will appear in each +Track, each containing all the repetitions of the samples which you set +up in the previous steps. Remember, once the range is consolidated, +there is no way to undo this operation. In any case, if you find that +you need to alter the rhythm in any way, you can always retrieve the +original individual samples from the Region List and rebuild the pattern +with them. + +![consolidate2](en/Ardour4_Consolidate_Range_2.png) + +## Duplicating the Range + +After you have merged individual regions that form your pattern (using +either **Combine** or **Consolidate**), it's time to duplicate the +pattern to make it loop for several bars. + +The **Multi-Duplicate** feature (seen in the +[Working with regions](../working-with-regions/) chapter) is a good way +to accomplish this. Go back to Grab mode (shortcut **G**), select all regions, +and hit **Shift + D**. Choose how many times you want to duplicate the pattern +(for example, 16). After duplication our session looks something like this: + +![multi-dup](en/Ardour4_Multi-Duplicate.png) + +Just for review, other options you could have used for duplication are: + +- The **Fill Track** command from menu *Region > Duplicate > Fill + Track*. This would fill the entire track with copies of the selected + regions, all the way up to the **End Marker**. + +- The single **Duplicate** command from the same menu (shortcut + "*Alt*" + "*D*"). This lets you make a single copy at a time. + +- The single duplicate action with "*Control*" + *Click on the region* + *Drag a copy*. + +## Continuing + +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](../stretching-shrinking-regions) diff --git a/content/editing-sessions/further-region-operations/en/Ardour4_Normalize_Window.png b/content/editing-sessions/further-region-operations/en/Ardour4_Normalize_Window.png new file mode 100644 index 0000000..6c28fa0 Binary files /dev/null and b/content/editing-sessions/further-region-operations/en/Ardour4_Normalize_Window.png differ diff --git a/content/editing-sessions/further-region-operations/en/Ardour4_Pitch_Shift_Window.png b/content/editing-sessions/further-region-operations/en/Ardour4_Pitch_Shift_Window.png new file mode 100644 index 0000000..fd55d7f Binary files /dev/null and b/content/editing-sessions/further-region-operations/en/Ardour4_Pitch_Shift_Window.png differ diff --git a/content/editing-sessions/further-region-operations/en/Ardour4_Region_Combine.png b/content/editing-sessions/further-region-operations/en/Ardour4_Region_Combine.png new file mode 100644 index 0000000..1a74559 Binary files /dev/null and b/content/editing-sessions/further-region-operations/en/Ardour4_Region_Combine.png differ diff --git a/content/editing-sessions/further-region-operations/en/Ardour4_Region_Combine_2.png b/content/editing-sessions/further-region-operations/en/Ardour4_Region_Combine_2.png new file mode 100644 index 0000000..7f3355d Binary files /dev/null and b/content/editing-sessions/further-region-operations/en/Ardour4_Region_Combine_2.png differ diff --git a/content/editing-sessions/further-region-operations/en/Ardour4_Region_Combine_3.png b/content/editing-sessions/further-region-operations/en/Ardour4_Region_Combine_3.png new file mode 100644 index 0000000..fd09b5b Binary files /dev/null and b/content/editing-sessions/further-region-operations/en/Ardour4_Region_Combine_3.png differ diff --git a/content/editing-sessions/further-region-operations/en/Ardour4_Region_Menu_1.png b/content/editing-sessions/further-region-operations/en/Ardour4_Region_Menu_1.png new file mode 100644 index 0000000..bcaf855 Binary files /dev/null and b/content/editing-sessions/further-region-operations/en/Ardour4_Region_Menu_1.png differ diff --git a/content/editing-sessions/further-region-operations/index.en.md b/content/editing-sessions/further-region-operations/index.en.md new file mode 100644 index 0000000..fe9b462 --- /dev/null +++ b/content/editing-sessions/further-region-operations/index.en.md @@ -0,0 +1,110 @@ ++++ +title = "Further region operations" +chapter = false +weight = 5 +#pre = "1. " ++++ + +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 +in the menu (labeled with the Region's name) contains a large sub-menu. +All of these operations are also available from Ardour's main *Region* +menu. + +This section describes a few of the most commonly used operations +accessible from these menus. + +![region menu 1](en/Ardour4_Region_Menu_1.png) + +- **Play**: play back from the beginning to the end of + that Region (shortcut "*H*"). +- **Loop**: set the loop range to fit that region's duration, and + start looping it right away. +- **Rename**: change a region's name. +- **Properties**: lots of information on the region, plus ability to + change its gain. +- **Position**: among other options, in this sub-menu you will find + The **Lock** toggle box: it locks the Region so that it cannot be + Moved or Trimmed. It can still be Split, however, and the resulting + Regions will be unlocked. +- **Edit**: in this sub-menu you find useful tools such as **Pitch Shift** (shortcut "*Alt + 8*") and **Reverse** (shortcut "*Alt + 4*"). Pitch Shift alters the pitch of a region without changing its duration. Reverse makes the region play backwards. +- **Gain**: useful options such as **Mute** (shortcut "*Alt + 1*), **Normalize** (shortcut "*Alt + 3*"), **Boost Gain** (shortcut "*Alt + 6*"), and **Cut Gain** (shortcut "*Alt + 7*"). +- **Duplicate**: includes Duplicate (shortcut "*Alt + D*"), Multi-Duplicate, and Fill Track. + These were explained in detail in the chapter [Working with + Regions](../working-with-regions). +- **Spectral Analysis**: window displaying the overall frequency + content of the Region. + +Feel free to explore by yourself other sub-menus not mentioned above. +Many of them are mirrors of the options you find under Ardour's +*Region* menu. Below we go into a bit more details on some of the most +useful functions. + +## Pitch Shifting + +The **Pitch Shift** (shortcut "*Alt + 8*") function alters the pitch of a region without +changing its duration. The function applies a pitch-shifting algorithm +to create a new audio clip based on the source clip. + +The Pitch Shift window allows the user to specify the amount and direction of +transposition desired. The window includes a **Preserve Formants** +button. When pitch shifting by large amounts, the Preserve Formants +option can give results that sound slightly more natural, particularly +when used on vocal material. + +![pitch shift](en/Ardour4_Pitch_Shift_Window.png)  + +## Normalize + +The **Normalize** function (shortcut *"Alt" + "3"*) non-destructively boosts the level of the +selected Region so that the **Peaks** are at 0 dB or less. When Normalizing +to 0.0, the region will be as loud as possible while avoiding **Clipping**. +Sometimes you may find useful to normalize a region to a value less than 0, +such as -1.0, -3.0, or -6.0 decibels, so it doesn't become too loud. + +![normalize](en/Ardour4_Normalize_Window.png) + +Two other useful gain operations for regions are Boost Gain (*"Alt" + "6"*), and Cut Gain (*"Alt" + "7"*). Be sure to try them out. + +## Reverse + +The **Reverse** (shortcut "*Alt + 4*") function reverses the selected region of audio, in +effect causing it to play backwards. Reversing a region creates a +new audio file 'behind the scenes'. + +## Operations on two or more selected Ranges + +If more than one range is selected, the operation will apply to all of +them (for example, Normalize, Reverse, etc.) + +### Combine + +Some operations from the context menu will only become available when +two or more regions are selected. For example, let's take a look at the +"Combine" function, under the sub-menu "Edit". First we select two +adjacent regions: + +![combine](en/Ardour4_Region_Combine.png) + +Then we choose "Combine" from the right-click context menu, or from +Ardour's main menu *Region > Edit > Combine*: + +![combine 2](en/Ardour4_Region_Combine_2.png) + +As a result, the selected regions are combined into one. This is +particulary useful when you have found an exact sequence of regions that +works just as you want, and then you would like to copy and/or move the +whole sequence as group. + +Notice that the resulting combined region has the word "compound" +attached to its name. + +![combine 3](en/Ardour4_Region_Combine_3.png) + +## Continuing + +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](../changing-edit-modes) diff --git a/content/editing-sessions/setting-up-the-meter/en/Ardour4_Meter_Timeline.png b/content/editing-sessions/setting-up-the-meter/en/Ardour4_Meter_Timeline.png new file mode 100644 index 0000000..3cb45a8 Binary files /dev/null and b/content/editing-sessions/setting-up-the-meter/en/Ardour4_Meter_Timeline.png differ diff --git a/content/editing-sessions/setting-up-the-meter/en/Ardour5_Edit_Meter_and_Tempo.png b/content/editing-sessions/setting-up-the-meter/en/Ardour5_Edit_Meter_and_Tempo.png new file mode 100644 index 0000000..bd92c84 Binary files /dev/null and b/content/editing-sessions/setting-up-the-meter/en/Ardour5_Edit_Meter_and_Tempo.png differ diff --git a/content/editing-sessions/setting-up-the-meter/index.en.md b/content/editing-sessions/setting-up-the-meter/index.en.md new file mode 100644 index 0000000..0322c19 --- /dev/null +++ b/content/editing-sessions/setting-up-the-meter/index.en.md @@ -0,0 +1,43 @@ ++++ +title = "Setting up the meter" +chapter = false +weight = 2 +#pre = "1. " ++++ + +The **Meter** determines the musical speed of the passage we are +composing, as measured in **Beats Per Minute**. + +If we are composing something rhythmic, it will also determine the lengths of the +sound samples we use to some extent. So it is important to be able to +set up the Meter before we continue. + +To see the meter-related timelines for our session, we can right-click +anywhere in the "header" of the Rulers and check the following options: **Meter**, **Bars & Beats**, and **Tempo**. + +![Meter](en/Ardour4_Meter_Timeline.png) + +It is possible to set a **Meter** and **Tempo** for the entire Ardour +session, as well as to change them at different points in the same +session. + +To change the Tempo and Meter (time signature) for the entire session, use the corresponding buttons located underneath the secondary clock: + +![Tempo_and_Meter](en/Ardour5_Edit_Meter_and_Tempo.png) + +For the **Tempo** (button on the left), choose the number of BPM (**Beats Per Minute**) for your session. + +For the **Meter** (button on the right; the letters "TS" on the button mean "Time Signature"), you can enter new values for the **Beats Per Bar** as well as the **Note Value**. Click "*Apply*" to apply the changes globally to your session. + +If the Meter or Tempo of your session changes later in the song or +composition, simply add a new marker by right-clicking in the Meter or +Tempo timeline and selecting **New Tempo** or **New Meter** and entering +the new Tempo or Meter in the resulting dialog. + +Continuing +---------- + +Next, we will explore **Using Ranges** to set up a loop we can listen to +while we arrange the rhythm. + +Next: [USING RANGES](../using-ranges) diff --git a/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_EditModes_T.png b/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_EditModes_T.png new file mode 100644 index 0000000..31dd50d Binary files /dev/null and b/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_EditModes_T.png differ diff --git a/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_Stretch_Shrink_1.png b/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_Stretch_Shrink_1.png new file mode 100644 index 0000000..0e2a580 Binary files /dev/null and b/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_Stretch_Shrink_1.png differ diff --git a/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_Stretch_Shrink_2.png b/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_Stretch_Shrink_2.png new file mode 100644 index 0000000..46033ae Binary files /dev/null and b/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_Stretch_Shrink_2.png differ diff --git a/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_Stretch_Shrink_3.png b/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_Stretch_Shrink_3.png new file mode 100644 index 0000000..e54060b Binary files /dev/null and b/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_Stretch_Shrink_3.png differ diff --git a/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_Stretch_Shrink_Action.png b/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_Stretch_Shrink_Action.png new file mode 100644 index 0000000..93a78bc Binary files /dev/null and b/content/editing-sessions/stretching-shrinking-regions/en/Ardour4_Stretch_Shrink_Action.png differ diff --git a/content/editing-sessions/stretching-shrinking-regions/index.en.md b/content/editing-sessions/stretching-shrinking-regions/index.en.md new file mode 100644 index 0000000..45adb56 --- /dev/null +++ b/content/editing-sessions/stretching-shrinking-regions/index.en.md @@ -0,0 +1,66 @@ ++++ +title = "Stretching & shrinking regions" +chapter = false +weight = 8 +#pre = "1. " ++++ + +Regions can be stretched or shrunk in length without changing their +Pitch by using the **Stretch/Shrink Regions** tool (shortcut "*T*", for +"Time stretch"). + +A small adjustment to the length of a Region may not +cause noticeable sound **Artifacts**. However, the more extreme the +change in length, the more obvious the effect of processing on the +sound. + +![stretch](en/Ardour4_EditModes_T.png) + +To use **Stretch/Shrink Regions**, place your cursor on top of the +region, and then Click-drag left or right. While dragging, you will see +a highlighted area, which represents the new duration to which the +Region will be shrunk or stretched when you release the mouse at the +current position. + +![stretching](en/Ardour4_Stretch_Shrink_Action.png) + +## Time-Stretching a Region to Fit the Loop + +In the image below, we've added another sound sample—this time, a +synthesizer line—from [freesound.org](http://www.freesound.org) to the +rhythmic passage we composed in the **Creating Looped Sections** chapter +(search for "1168 so synth" in the **Search Freesound** tab of Ardour if +you'd like to get the same sample. Import it as a new track). + +After importing this synth line, we see that the length of our new +Region doesn't match the existing rhythm we've already created. It's too +long to be one bar and too short to be two bars. + +![stretch1](en/Ardour4_Stretch_Shrink_1.png) + +We can correct this by using the Stretch/Shrink tool. Select the Region +you wish to stretch, and drag the new length to the end of the second +Bar, again assisted by the Grid settings. + +When you release the mouse button, the **Time Stretch Audio** dialog will +appear. You can experiment with different settings for the Time Stretch +operation. Each will affect the sound in different ways. It's a good +idea to experiment with a few different stretch settings to find out +which gives the result you're most happy with. + +![stretch2](en/Ardour4_Stretch_Shrink_2.png)  + +Click **Stretch/Shrink** in the Time Stretch dialog to start the +operation. + +When the Time Stretch operation is complete, the region of the +synthesizer line will now be exactly two Bars long, and should fit in +with the rhythm we already created with the drum samples. + +![stretch3](en/Ardour4_Stretch_Shrink_3.png) + +## Continuing + +This was the last chapter of the **Editing Regions** section. 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" ++++ + +A **Range** is a selection of the Timeline that can include one or more +Tracks. + +The Range tool (shortcut "*R*") is located just below the +Transport Menu in the Edit Window. + +![Range Tool](en/Ardour4_Range_Tool.png) + +When you have selected the Range tool, your mouse pointer will look like a vertical line. + +It can be useful to create Range selections that align with the edges of +regions on your Timeline. Selecting the "*Grid*" and "*Region bounds*" +items for Grid and Grid Point menus respectively makes this easy. + +![Region Bounds](en/Ardour4_Grid_Region_Bounds.png) + +To make a Range selection, drag anywhere on the Timeline. The current +Grid and Grid Point options determine exactly how the Range selection +behaves. Once a Range has been selected, Right-Clicking on it opens a +menu with Range-specific operations. + +![Range selection](en/Ardour4_Range_Selection_and_Menu.png) + +**Loop range**, for example, sets up **Loop Markers** around the current +Range and begins looped playback. The **Loop Start** and **Loop End** +points can be changed by moving the green triangles which correspond to +each point. + +![Range Loop](en/Ardour4_Range_Loop.png) + +Other useful options here for editing allow you to **Duplicate** the +Range, **Select All** within the Range or **Crop** the Range. + +Setting Up a Loop +----------------- + +Returning to our rhythmic passage example, we will want to hear the +passage we are composing, perhaps as a loop, while we are moving the +samples around. To do that, we must create a Range to listen to within +our session, so that we can return to exactly this point in the Session +again and again. + +Zoom out if needed (shortcut "*-*") to see full bars in the timeline. +Use the Range tool to select an entire bar with the help of the Grid +settings, and right-click inside that range to "*Set loop from +selection*". You will probably want to set the **Grid** so that your +actions snap to certain metric elements of the session (for example, +snapping to **Beats**). Once the one-bar loop has been set up, the +screen will look like this: + +![Bar Loop](en/Ardour4_Range_Bar_Loop.png) + +This will set up a loop range which you can play by using the **Play +Loop** button in the **Transport Menu** at the very top of the Editor +Window (shortcut: "*L*"). While the Range is looping, you can use the +**Solo** button on each track to listen to each instrument individually. + +![Loop Solo](en/Ardour4_Range_One_Bar_Loop_Solo.png) + +Continuing +---------- + +In the next step, we will learn about **Working With Regions** to +compose a rhythm with these samples. + +Next: [WORKING WITH REGIONS](../working-with-regions) diff --git a/content/editing-sessions/working-with-regions/en/Ardour4_Beat.png b/content/editing-sessions/working-with-regions/en/Ardour4_Beat.png new file mode 100644 index 0000000..13556ae Binary files /dev/null and b/content/editing-sessions/working-with-regions/en/Ardour4_Beat.png differ diff --git a/content/editing-sessions/working-with-regions/en/Ardour4_Crossfade_1.png b/content/editing-sessions/working-with-regions/en/Ardour4_Crossfade_1.png new file mode 100644 index 0000000..0d65a7a Binary files /dev/null and b/content/editing-sessions/working-with-regions/en/Ardour4_Crossfade_1.png differ diff --git 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" ++++ + +Sections of audio are called **Regions** in Ardour. + +To compose the short rhythmic passage we've been working on, we will need to know how +to **Select**, **Move**, **Split** and **Trim** these Regions, as well +as how to **Fade In** or **Fade Out** their volume and create +**Crossfades** between them. Some of these options may need to happen at +specific **Edit Points** in the composition, or according to the musical +**Meter** we can define with the **Timeline** and the **Grid** as well. + +## Selecting Regions + +The **Grab Mode** (shortcut "*G*") is the tool to select and move objects. It is located just below +the Transport Menu in the Editor Window (the little "hand" icon). You +will use this tool a lot in your Ardour work. + +![Object Tool](en/Ardour4_Grab_Mode.png) + +When it is active, your mouse pointer will look like a little hand icon. + +Try all of the operations below, for practice: + +- Click on the Waveform of the region to select it. Click and drag on + a region to move it around (left and right within the same track, + but also up and down onto other tracks). + +- Use "*Control*" + "*Click*" to create and drag around a *copy* of + the region. + +- You can select multiple regions by holding the "*Shift*" key while clicking on each region you want to select. + +- You can also drag a selection box over multiple Regions to select + them all. + +![object selection](en/Ardour4_Object_Selection.png) + +- Move multiple regions at the same time after selecting them. + +- You can select several sequential regions on one track all at once + by holding down the "Shift" key while selecting the first and the + last Regions of the sequence (copy a few regions on the same track + to try this out). + +- When you select a single Region, make sure to click on the Waveform + section of its rectangle. The lower stripe with the Region name is + used for a different action (see **Trimming Regions** below). + +- Use the "Del" key to delete selected regions. + +- Standard copy ("*Control*" + "*C*"), cut ("*Control*" + "X"), and + paste ("*Control*" + "V") operations also work with regions. + +## Moving Regions + +While moving a Region, a **Timecode** will appear on the screen in +yellow numbers. This Timecode is the Region's starting point on the +**Timeline**. The unit of this timecode is the same as the unit of the +First Clock, which you can change by right-clicking on the Second Clock +and choosing a new unit (Minutes:Seconds, Bar:Beats, etc). + +You can move Regions horizontally (sideways) to a different point in +time on the same Track, or you can move the selected Region vertically +(up or down) to a different Track. + +When a set of one or more Regions is selected, you can move the whole +set by dragging with the mouse. + +{{% notice note %}} +Make sure to select the Region in its waveform section, because +selecting the bottom title bar area is used for a different action (see +**Trimming Regions** below). +{{% /notice %}} + +## Duplicating Regions + +In addition to "*Control*" + "*Click*" + *drag* and standard copy/paste, +Ardour offers other handy ways to duplicate regions. Use the Grab Mode (Select/Move +Objects) to select one or more Regions, then use the **Duplicate** +function to make one or more copies (menu *Regions > Duplicate*). +Three options are available: + +- **Duplicate** (shortcut "*Alt*" + "*D*"): make a copy of the + selected region on the same track, immediately after the original. +- **Multi-Duplicate** (shortcut "*Shift*" + "*D*"): make multiple + copies of the selected region at once (same track, in sequence). You + can specify the number of duplications. +- **Fill Track**: make as many copies of the selected region as needed + to fill the entire track, all the way up to the **End** marker on + the timeline. + +In the following screenshot, regions have been duplicated using the +methods above. + +![Duplicate](en/Ardour4_Region_Duplicate.png) + +## Using Edit Points + +When you use the standard copy/cut/paste commands, where exactly will +the regions be pasted? The exact location is determined by the **Edit +Point** drop-down menu. + +![Edit Point](en/Ardour4_Edit_Point_Menu.png) + +If **Mouse** is selected as the Edit Point, the copied Region will be +pasted at the current position of the mouse. + +If **Playhead** is selected as the Edit Point, the copied Region will be +pasted at red Playhead line on the same Track where the original Region +is. + +Finally, if **Marker** is selected as the Edit Point, then the copied +Region will be pasted immediately after the currently selected +**Location Marker**. + +## Markers + +It is very useful to be able to tag different locations in a session for +later use when editing and mixing. Ardour supports several ways for +doing this. The most common method is using **Location Markers**, which +define specific positions in time. + +Location Markers can be added to the Timeline by right-clicking on the +Location Markers strip and selecting **Add New Location Marker**. If you +don't see the Location Markers strip, right-click on the timeline and +select it to make it visible. Location Markers can also be selected with +the mouse and moved to new positions. Right-clicking on a location +marker lets you rename the marker, among other options. + +![Loc Marker](en/Ardour4_Location_Marker.png) + +{{% notice tip %}} +When you first create a new session, two location markers are +automatically added by default. These are the **start** and **end** +markers that you see in the screenshot above. If you don't see the +**end** marker, zoom out enough and you will find it. +{{% /notice %}} + +## Splitting Regions + +To **Split** a Region simply means to divide a single Region into two +independent Regions. There are two ways of accomplishing this: + +* You can use the Cut Mode (shortcut *"C"*) to point and click anywhere you want to split; or +* You can stay in Grab Mode and use the shortcut *"S"* (for "Split"). In this last case, the point at which a Region will be split depends +on the currently selected Edit Point. If Mouse is selected as your +current Edit Point, select a Region and place the cursor at the point +you would like to Split, then type "*S*" (same as going to menu **Edit** > **Split Region**). + +![Split](en/Ardour4_Split_Region.png) + +After being split, the original single Region becomes two independent regions, +with a new name for each, as in the image above. The two new regions are now +entirely independent. You can move and edit them separately. + +![Split](en/Ardour4_Split_Region_Moved.png) + +Regions can also be split by using the Playhead or a Marker as the Edit +Point. + +Split Regions will receive a name derived from the original name of its parent region, and you will see +this reflected in your regions List. For example, in the image above, you see two regions called pink.15 and pink.16, which means there were split from a parent Region called "pink" (not shown in image). + +{{% notice tip %}} +Splitting ranges will follow your Grid settings. For example, if you have an active Grid set for Bars, splits will happen at the bar boundaries. If you choose "No Grid", splits will happen wherever the Edit point is, regardless of any Grid. +{{% /notice %}} + +## Trimming Regions + +If you move the cursor near the left or right side edge of a Region, you will see that the pointer becomes an arrow. Click and drag inwards from either end of the Region, and the Region will be shortened +accordingly. This is called **Trimming** the Region. Regions can be +trimmed from the start of the Region (drag from left to right at the +edge) or from the end (drag from right to left). + +This action is non-destructive: no audio is actually being deleted. It +is as if you were just "hiding" those portions of the Region that you +don't want or don't need anymore. Later on, you can "un-trim" the Region +(i.e., extend it back to its original full size), even if it has been +moved or copied to a new Track. + +![Trim](en/Ardour4_Trimming_Regions.gif) + +{{% notice tip %}} +Like Splitting, Trimming will obey **Grid** settings. If you don't want your +trimming to be constrained to any grid, simply turn the grid off (**No +Grid**). +{{% /notice %}} + +## Deleted Regions + +Because Ardour is non-destructive, the Regions you have deleted from +tracks are not completely removed from the Session. They can always be +accessed again from the Region List on the far right side of the Editor +Window (Regions can be dragged from the list onto any tracks). + +## Creating Fades in Regions + +A **Fade** is a change in the volume of a Region, either as the Region +starts or as it ends. A Fade at the start of the Region is a **Fade +In**, and at the end of a Region it is a **Fade Out**. Each Region has +two small handles along the top corners, which can be dragged inwards +from either edge to create a Fade In or Fade Out. The screenshot below +shows a Fade In (indicated by the shaded area). + +![Fades1](en/Ardour4_Fades_1.png) + +In fact, every Region has a Fade In and Fade Out built-in. By default, +the region fade is very short, and serves to avoid clicks in the +transitions at the start and end of the region. By adjusting the regions +fade length as shown above, a more gradual transition can be +accomplished. + +By right-clicking on one of the Fades (the shaded area), the speed +of the Fade can also be adjusted. + +![Fade Options](en/Ardour4_Fade_Options.png) + +## Crossfading Between Two Regions + +When one Region Fades Out while another Fades In, this is called a +**Crossfade**. If the two Regions are in different Tracks, you can use +the method described above with the Fade In and Fade Out handles. The +following screenshot shows an example. + +![Crossfade](en/Ardour4_Crossfade_1.png) + +However, if both Regions are in the same Track, you need to overlap them +in order to create a crossfade. When regions overlap on the same track, +Ardour treats them as *layers*, that is, one of the regions is +considered to be on top of the other. The important rule to understand +is: + +*The Fade In (or Fade Out) of the topmost region represents the +crossfade between the two regions.* + +Once you understand this principle, it's easy to create and control +crossfades between regions. Here's an example. The two separate regions +seen below will be made to overlap in order to create a crossfade. + +![Crossfade2](en/Ardour4_Crossfade_2.png)  + +Note that we did not add any extra Fade Out to the first region, but we +did add a longer Fade In to the second region. Then we drag the second +region partly on top of the first: + +![Crossfade3](en/Ardour4_Crossfade_3.png) + +The Fade In of the second region works now as the crossfade between the +two regions. In other words, the first region will fade out in a mirror +image way as the second region fades in. + +In order for this to work, though, we need to make sure that the region +that has the desired fade is *on top* in Ardour's layering system. In +order to change layering of regions, select a region and go to the menu +*Region > Layering*. + +![Crossfade4](en/Ardour4_Crossfade_4.png) + +The difference may be hard to hear if you are doing this with the very +short percussive sounds we imported earlier. To really hear the effect, +import a couple of longer samples to try it out (for example, a sample +of rain sounds, and another of a human voice). Overlap several seconds +of your long samples on the same track. You will hear the difference as +you move the second region to the bottom ("Lower to Bottom"), and then +back to top ("Raise to Top"). When it's on top, we will hear the desired +crossfade. When it's at the bottom, we will hear no crossfade, just an +abrupt change from first to second region (assuming your first region +has no Fade Out specified, as in the screenshots above). + +## Using Grid Settings + +Experiment with the **Grid** setting, as discussed in the **Setting Up +the Timeline** chapter, to give different kinds of **Quantization**—in +other 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 (for example, the hihat +samples in the screen below have been trimmed so that they don't not +overlap with each other). + +![Beat](en/Ardour4_Beat.png) + +## Continuing + +In the next chapter, we will explore a few more things you can do with Regions + +Next: [FURTHER REGION OPERATIONS](../further-region-operations) diff --git a/content/exporting-sessions/_index.en.md b/content/exporting-sessions/_index.en.md new file mode 100644 index 0000000..77bc821 --- /dev/null +++ b/content/exporting-sessions/_index.en.md @@ -0,0 +1,11 @@ ++++ +title = "Exporting sessions" +chapter = true +weight = 6 +pre = "6. " ++++ + +### Chapter 6 +# Exporting sessions + +How to export a region, a selection of data, and a whole session diff --git a/content/exporting-sessions/exporting-a-range/en/Ardour4_EditModes_R.png b/content/exporting-sessions/exporting-a-range/en/Ardour4_EditModes_R.png new file mode 100644 index 0000000..c55900c Binary files /dev/null and b/content/exporting-sessions/exporting-a-range/en/Ardour4_EditModes_R.png differ diff --git a/content/exporting-sessions/exporting-a-range/en/Ardour4_Export_Range_1.png b/content/exporting-sessions/exporting-a-range/en/Ardour4_Export_Range_1.png new file mode 100644 index 0000000..b30dae9 Binary files /dev/null and b/content/exporting-sessions/exporting-a-range/en/Ardour4_Export_Range_1.png differ diff --git a/content/exporting-sessions/exporting-a-range/en/Ardour4_Export_Range_2.png b/content/exporting-sessions/exporting-a-range/en/Ardour4_Export_Range_2.png new file mode 100644 index 0000000..0cd3c94 Binary files /dev/null and b/content/exporting-sessions/exporting-a-range/en/Ardour4_Export_Range_2.png differ diff --git a/content/exporting-sessions/exporting-a-range/en/Ardour4_Export_Range_Markers.png b/content/exporting-sessions/exporting-a-range/en/Ardour4_Export_Range_Markers.png new file mode 100644 index 0000000..faadee1 Binary files /dev/null and b/content/exporting-sessions/exporting-a-range/en/Ardour4_Export_Range_Markers.png differ diff --git a/content/exporting-sessions/exporting-a-range/index.en.md b/content/exporting-sessions/exporting-a-range/index.en.md new file mode 100644 index 0000000..886f5f1 --- /dev/null +++ b/content/exporting-sessions/exporting-a-range/index.en.md @@ -0,0 +1,59 @@ ++++ +title = "Exporting a range" +chapter = false +weight = 2 +#pre = "1. " ++++ + +Learn how to export a selected portion (Range) of your Session. + +**Exporting** is the process of saving a Region, Track or Session to a +file on your computer. As we learned previously, exporting an isolated Region does +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. + +## Exporting a Range + +To export a range, follow these steps: + +* CLick on the **Range Mode** button (shortcut "*R*") + +![export range 0](en/Ardour4_EditModes_R.png) + +* Make a Range selection: + +![export range 1](en/Ardour4_Export_Range_1.png) + +* Right click on the Range and choose "*Export Range*" from the menu: + +![export range 2](en/Ardour4_Export_Range_2.png) + +This will open the familiar Export dialog explained in the [Exporting a Session](../exporting-a-session) chapter. Choose your options, if any, and click Export. The Range will be exported and saved as an audio file. + +### What exactly is a Range? +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. + +### What is a Range Marker? +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: + +![range markers](en/Ardour4_Export_Range_Markers.png) + +There are a few ways to create Range Markers: + +* From a Range selection, right click on it and choose "*Add Range Marker*". +* From the timeline, right click on the "Range Markers" horizontal space and choose "*New Range*". +* From one or more selected Regions, right click on the Region and choose "*Add Single Range Marker*" (if a single Region is selected), or "*Add Range Marker Per Region*" (if multiple Regions are selected). + +{{% notice tip %}} +You can clear all existing Range Markers by right-clicking on the Range Markers area of the timeline and choosing "*Clear All Ranges*". +{{% /notice %}} + +## Continuing + +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](../saving-a-session) diff --git a/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_1.png b/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_1.png new file mode 100644 index 0000000..de070ba Binary files /dev/null and b/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_1.png differ diff --git a/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_Multiple_1.png b/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_Multiple_1.png new file mode 100644 index 0000000..b7c2492 Binary files /dev/null and b/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_Multiple_1.png differ diff --git a/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_Multiple_2.png b/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_Multiple_2.png new file mode 100644 index 0000000..f92686a Binary files /dev/null and b/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_Multiple_2.png differ diff --git a/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_Multiple_3.png b/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_Multiple_3.png new file mode 100644 index 0000000..43bb1e6 Binary files /dev/null and b/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_Multiple_3.png differ diff --git a/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_Multiple_4.png b/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_Multiple_4.png new file mode 100644 index 0000000..2703387 Binary files /dev/null and b/content/exporting-sessions/exporting-a-region/en/Ardour4_Export_Region_Multiple_4.png differ diff --git a/content/exporting-sessions/exporting-a-region/index.en.md b/content/exporting-sessions/exporting-a-region/index.en.md new file mode 100644 index 0000000..99c6bd6 --- /dev/null +++ b/content/exporting-sessions/exporting-a-region/index.en.md @@ -0,0 +1,67 @@ ++++ +title = "Exporting regions" +chapter = false +weight = 1 +#pre = "1. " ++++ + +You may wish to Export only a Region of your Session, perhaps to use as a sample in another application, or to Edit +it in a different editor program. This chapter shows you how. + +## Exporting a Region + +To Export a Region, select it (so it becomes blue), and then right-click into the sub-menu +**Export**, or use the top menu: *Region > Export*. + +![export region](en/Ardour4_Export_Region_1.png) + +This will open up the same Export dialog box explained in the [Exporting a Session](../exporting-a-session) chapter. +Choose your options, and click "Export". Only the selected Region will be exported. + +Please note that when exporting a Region, not all parameters and edits +are exported. **Trimmed**, **split**, **stretched** and **reversed** +regions can be exported, but edits such as and **Panning**, and **Automation** are *not* exported. +Also, the volume of the audio Track itself or the Master Bus will not affect the exported +file. To export these edits, please see the chapters on **Exporting a Range** and **Exporting a Session**. + +## Exporting Several Regions At Once + +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. + +* In Grab Mode (shortcut "*G*"), select all the Regions you want to Export. They do not need to be on the same Track. + +![export region](en/Ardour4_Export_Region_Multiple_1.png) + +* Go to menu *Region > Ranges* and choose *Add Range Marker Per Region*. + +![export region](en/Ardour4_Export_Region_Multiple_2.png) + +* Ardour has now just created Range Markers that fit exactly the beginning and ending of your selected Regions (see the green rectangles in the Range Markers ruler): + +![export region](en/Ardour4_Export_Region_Multiple_3.png) + +* 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. + +![export region](en/Ardour4_Export_Region_Multiple_4.png) + +* Go back to the main tab ("*File format*"). + +* Click "*Export*". + +You Regions have now been exported to single audio files. + +{{% notice info %}} +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. +{{% /notice %}} + +## Continuing + +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-a-range) diff --git a/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Birds_Eye_View.png b/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Birds_Eye_View.png new file mode 100644 index 0000000..7b425a4 Binary files /dev/null and b/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Birds_Eye_View.png differ diff --git a/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_End.png b/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_End.png new file mode 100644 index 0000000..5bcb6ac Binary files /dev/null and b/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_End.png differ diff --git a/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Start.png b/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Start.png new file mode 100644 index 0000000..b7dcee3 Binary files /dev/null and b/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Start.png differ diff --git a/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Start_End_ARROWS.png b/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Start_End_ARROWS.png new file mode 100644 index 0000000..e5cfaa8 Binary files /dev/null and b/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Start_End_ARROWS.png differ diff --git a/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Start_End_Marker.png b/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Start_End_Marker.png new file mode 100644 index 0000000..51f4bd0 Binary files /dev/null and b/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Start_End_Marker.png differ diff --git a/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Window_1.png b/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Window_1.png new file mode 100644 index 0000000..63079b7 Binary files /dev/null and b/content/exporting-sessions/exporting-a-session/en/Ardour4_Export_Session_Window_1.png differ diff --git a/content/exporting-sessions/exporting-a-session/en/Ardour4_Track_Height.png b/content/exporting-sessions/exporting-a-session/en/Ardour4_Track_Height.png new file mode 100644 index 0000000..8050bad Binary files /dev/null and b/content/exporting-sessions/exporting-a-session/en/Ardour4_Track_Height.png differ diff --git a/content/exporting-sessions/exporting-a-session/en/Ardour6_Zoom_Options.png b/content/exporting-sessions/exporting-a-session/en/Ardour6_Zoom_Options.png new file mode 100644 index 0000000..55c6bbb Binary files /dev/null and b/content/exporting-sessions/exporting-a-session/en/Ardour6_Zoom_Options.png differ diff --git a/content/exporting-sessions/exporting-a-session/index.en.md b/content/exporting-sessions/exporting-a-session/index.en.md new file mode 100644 index 0000000..b07177c --- /dev/null +++ b/content/exporting-sessions/exporting-a-session/index.en.md @@ -0,0 +1,76 @@ ++++ +title = "Exporting a session" +chapter = false +weight = 2 +#pre = "1. " ++++ + +**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. + +## Export the Entire Session + +Once you have finished your composition, the most common export operation is to export the entire Session to an audio file. + +### Bird's Eye View of Entire Session + +At this point it's a good idea to Zoom Out and take a look at your whole session before exporting. + +* Select "All" from the menu "Number of visible tracks": + +![track heights](en/Ardour4_Track_Height.png) + +* Click on the "Zoom to Session" button (third button in the Zoom Options): + +![zoom options](en/Ardour6_Zoom_Options.png) + +* You should now have a nice overview of your whole session, like this: + +![birds eye view](en/Ardour4_Export_Session_Birds_Eye_View.png) + +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.) + +#### Start and End Markers + +Finally, make sure the *Start* and *End* markers are in the right place. + +![start](en/Ardour4_Export_Session_Start.png) +![end](en/Ardour4_Export_Session_End.png) + +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). + +![export session](en/Ardour4_Export_Session_Start_End_ARROWS.png) + +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. + +## Export it! + +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. + +![export session dialog](en/Ardour4_Export_Session_Window_1.png) + +* **Preset**: this is *NOT* where you write the file name. Don't worry about this field now. +* **Format**: this allows you to choose the file format (WAV, MP3, OGG, FLAC, etc.). The default is CD (Red Book), which will give you a WAV file. +* **Add another format**: if you'd like to export in more than one format at the same time, click on this tab. +* **Location**: this is the place where you will find the file after it is saved. By default, it is in the "*export*" folder that lives inside your main Session folder. You could also click "*Browse*" and select the Desktop, for example. +* **Label**: *THIS* is where you can create a unique name for the file. Ardour will automatically append the session name to the exported file, so if you don't write anything here the name may end up something generic like "my-session.wav". Use this field to give a unique name to your file. + +Having chosen your options, click *Export*. After the operation is finished, you can find the file using your file browser. + +{{% notice tip %}} +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. +{{% /notice %}} + +## Advanced Options + +Click on the tabs "*Time span*" and "*Channels*" in case you need to access advanced export options. + +Continuing +---------- + +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](../exporting-a-region) + + diff --git a/content/getting-started/_index.en.md b/content/getting-started/_index.en.md new file mode 100644 index 0000000..0553468 --- /dev/null +++ b/content/getting-started/_index.en.md @@ -0,0 +1,11 @@ ++++ +title = "Getting started" +chapter = true +weight = 2 +pre = "2. 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" ++++ + +This section will give you an overview of the basic interface of Ardour. + +We will take a look at the **Editor Window** and the **Mixer Window**. Later +chapters will give more detailed information on each feature listed here. + +The Editor Window +----------------- + +When you create a new session, Ardour opens an empty new window called +the **Editor Window**. The Editor Window is the most important window in +Ardour, as this is how you will control the program as well as see and +edit the audio you have recorded or imported. + +![Empty Session](en/Ardour6_Empty_Session.png) + +At the top of the Editor Window are several main areas: the **Transport +Menu**, the **Clocks**, the **Edit** **Modes/Cursor Modes** menu, the +**Snap Mode** menu and the **Auxiliary Controls**. Below that area is +the Main Canvas, which contains the **Tracks** and **Busses** used in +the Session. The **Mixer Strips** for the Tracks appear on the left, and +a set of tabs allowing for an overview of the **Regions**, +**Tracks/Busses**, **Snapshots**, **Edit Groups** and **Chunks** appear +on the right. The very bottom of the window is the **Summary** view, +which is a miniature timeline view allowing for quick navigation through +the session. + +We will introduce these controls briefly here and cover them more +extensively in dedicated chapters later on. + +### Transport Menu + +![Transport Menu](en/Ardour6_Transport_Menu.png) + +The **Transport Menu** controls include the following buttons: + +- MIDI Panic +- Enable/Disable audio click (metronome) +- Rewind +- Fast forward +- Loop playback +- Play range/selection +- Play from playhead +- Stop +- Record-enable  +- Jog/shuttle controls + +### Clocks + +![Clocks](en/Ardour6_Clocks.png) +  + +The main **Clocks** are located next to the transport controls. Clocks +in Ardour can display time in 4 different formats: Time Code, +Bars:Beats, Minutes:Seconds, and Samples. Right-click on the clock to +select a format. You can also turn the clock off. The reason for having +two transport clocks is that it allows you to see the playhead position +in two different time units without having to change any settings. + +Please see the [**Setting Up the Timeline**](../setting-up-the-timeline) chapter for more details on the +Clocks. + +### Edit Modes and Cursor Modes + +![Edit Modes](en/Ardour6_Edit_Modes_Cursor_Modes.png) + +The **Edit Modes** and **Cursor Modes** controls define the behavior of +the main canvas and the different functions the cursor can have. There +are three Edit Modes in the drop-down menu: **Slide**, **Ripple**, and **Lock**. To the right of the Smart button are the +Cursor Modes: + +- **Smart Mode** (shortcut *"Y"*) +- **Grab Mode** (shortcut *"G"*) +- **Range Mode** (shortcut *"R"*) +- **Cut Mode** (shortcut *"C"*) +- **Stretch Mode** (shortcut *"T"*) +- **Audition Mode** +- **Draw Mode** (shortcut *"D"*) +- **Internal Edit Mode** (shortcut *"E"*) + +Most of them are discussed in the **Working With Regions** +chapter. The last two are discussed in the **Using Automation** chapter. + +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 +lower half. + +### Snap Options + +![Snap](en/Ardour6_Snap_Options_and_Nudge_Controls.png) + +The **Snap Options** menu controls the **Grid**, **Grid Points** and +**Edit Point**. Please see the chapters on **Setting Up the Meter**, +**Using Ranges** and **Working With Regions** for more details. + +### Zoom Options + +![Zoom Options](en/Ardour6_Zoom_Options.png) + +In between **Cursor Modes** and **Snap Options** are the **Zoom +Options**. Here you can define the behavior of zooming operations. You +have standard **Zoom In** and **Zoom Out** buttons, plus a third called +**Zoom to Session** (useful for having a quick overview of your entire +session: it zooms it to fit the available space on the screen). + +{{% notice tip %}} +Use the shortcuts **=** (the equal sign on your main keyboard) for zooming, and +**-** (the dash key on your main keyboard) for zooming out. +{{% /notice %}} + +The drop-down menu controls the **Zoom Focus**. It defines the focus +point of zooming operations. Try zooming in and out +with a different Zoom Focus each time. For example, choosing Playhead +will cause zoom to behave in relation to the position of the +Playhead. Mouse will take your current mouse position as the reference, +and so on. + +The following drop-down menu and the last two buttons control "vertical zoom." They allow you to +expand and shrink all tracks and busses vertically. Use the drop-down menu to choose a specific number of tracks you want to fit on the screen. Use the buttons to shrink or expand all tracks (or only selected tracks, if a selection is made). + +### Auxiliary Controls + +For further information on other buttons and displays on the main +interface, please refer to the [Ardour Manual](http://manual.ardour.org/ "Ardour Manual"). + +Main Canvas +----------- + +The main canvas is just below the top rows of controls described above. +It basically comprises the **Rulers**, the space where **Tracks** and +**Busses** are displayed, and a **Summary** view at the bottom. + +At the very top of Ardour's Editor Window (to the right) you will find useful information such as sample rate of the session, available recording time, and DSP use. + +### Rulers + +Right-click on the names of rulers and you will see a menu with all the +possible rulers at your disposition. You may uncheck rulers that you +don't need in order to save screen space. More information on these +operations can be found in the **Setting up the Timeline** and **Setting +up the Meter** chapters. + +![Ardour Overview Rulers](en/Ardour6_Overview_Rulers.png) + +### Tracks and Busses + +Just below the Rulers is where Tracks and Busses are displayed. In the +example below, you can see one Bus called "*Master*" and one Track +called "*MyTrack*". MyTrack also contains one region, which +represents an audio file with a drawing of its waveform. More +information on Tracks and Busses can be found in the **Creating a Track +or Bus** chapter. + +![Ardour Track](en/Ardour6_Track.png) + +### Editor Mixer + +The Editor Mixer is located at the left of the Edit Window. It displays +the **Mixer Strip** of the currently selected Track or Bus. It controls +the volume, Plugins and Routing for the Track or Bus to which it +corresponds. You can toggle to view or hide the Editor Mixer by clicking +on the menu *View* > *Show Editor Mixer* (shortcut *"Shift"* + *"E"*). +This Mixer is covered in the **Using the Mixer Strip** chapter. + +![Editor Mixer](en/Ardour6_Editor_Mixer.png) + +### Regions, Tracks/Busses, Snapshots, Groups, Ranges, Marks + +The space on the right of Ardour's Editor Window can have 5 different +functions, depending on which tab is currently selected: **Regions**, +**Tracks/Busses**, **Snapshots**, **Track & Bus Groups**, and **Ranges +and Marks**. Regions is the tab selected by default. This part of the +Editor Window is commonly referred to as **Regions List**. Regions +represent audio files stored on the hard drive which can be dragged from +the Regions List directly onto a track in the main canvas. More +information on Regions can be found in the **Working With Regions** +chapter. The Tracks tab is covered in the **Arranging Tracks** chapter, +and Snapshots are discussed in the **Saving Snapshots** chapter. + +![Region List](en/Ardour6_Region_List.png) + +Mixer Window Controls +--------------------- + +The second window, the **Mixer Window**, can be viewed by going to the +main menu and clicking *Window > Mixer*. + +![Mixer Window](en/Ardour6_Mixer_Window_1.png) + +The main function of the Mixer Window is to display all the Mixer Strips +for the various Tracks side by side for easy reference. This window is +mainly used during the **Mixing** process, and it also provides access +**Plugins** and other **Routing** features. See the chapters on +**Understanding Routing**, **Mixing** and **Using Plugins** for details. + +![Mixer Window](en/Ardour6_Mixer_Window_2.png) + +This window also contains a listing of the available Mixer Strips in the +upper left hand corner. The check boxes in this area can be used to view +and hide the Mixer Strips of the different Tracks. Finally, there is an +area for managing **Groups**. + +Switching Between Windows +------------------------- + +You can use the key combination **Alt + M** (**Control + M** on a +Mac) in order to toggle which window is on top: Editor or Mixer. + +Continuing +---------- + +The next chapter will explain how to start a fresh new project. + +Next: [Starting a session](/en/starting-sessions/starting-a-session) diff --git a/content/getting-started/starting-ardour-on-ubuntu/en/Ardour6_Session_Setup.png b/content/getting-started/starting-ardour-on-ubuntu/en/Ardour6_Session_Setup.png new file mode 100644 index 0000000..431f766 Binary files /dev/null and b/content/getting-started/starting-ardour-on-ubuntu/en/Ardour6_Session_Setup.png differ diff --git a/content/getting-started/starting-ardour-on-ubuntu/en/Ardour6_Session_Setup_2.png b/content/getting-started/starting-ardour-on-ubuntu/en/Ardour6_Session_Setup_2.png new file mode 100644 index 0000000..c0291bd Binary files /dev/null and b/content/getting-started/starting-ardour-on-ubuntu/en/Ardour6_Session_Setup_2.png differ diff --git a/content/getting-started/starting-ardour-on-ubuntu/index.en.md b/content/getting-started/starting-ardour-on-ubuntu/index.en.md new file mode 100644 index 0000000..6051db4 --- /dev/null +++ b/content/getting-started/starting-ardour-on-ubuntu/index.en.md @@ -0,0 +1,26 @@ ++++ +title = "Starting Ardour" +description = "Launching Ardour" +chapter = false +weight = 2 +#pre = "1. " ++++ + +Once you have started Ardour, the **Session Setup** window shows up. + +![Session Setup](en/Ardour6_Session_Setup.png) + +You can click on **New Session** to create a brand new session, or you +can open an existing session using the **Other Sessions** options. For now let's create a fresh session, so click on **New Session**. The window should now look like the screenshot below. + +Name your new project and click **Open** . + +![New Session](en/Ardour6_Session_Setup_2.png) + +{{% notice tip %}} +Avoid using any characters other than letters and numbers when naming your session. Avoid 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. Once you have created your Ardour session, do **not** manually rename any folders or files that belong to the Session. +{{% /notice %}} + +## Continuing + +Next: [Overview of the interface](../overview-of-the-interface) diff --git a/content/getting-started/starting-jack/en/Ardour4_JACK_Cadence.png b/content/getting-started/starting-jack/en/Ardour4_JACK_Cadence.png new file mode 100644 index 0000000..6cf89c3 Binary files /dev/null and b/content/getting-started/starting-jack/en/Ardour4_JACK_Cadence.png differ diff --git a/content/getting-started/starting-jack/en/Ardour4_JACK_qjackctl.png b/content/getting-started/starting-jack/en/Ardour4_JACK_qjackctl.png new file mode 100644 index 0000000..d423118 Binary files /dev/null and b/content/getting-started/starting-jack/en/Ardour4_JACK_qjackctl.png differ diff --git a/content/getting-started/starting-jack/index.en.md b/content/getting-started/starting-jack/index.en.md new file mode 100644 index 0000000..4b00043 --- /dev/null +++ b/content/getting-started/starting-jack/index.en.md @@ -0,0 +1,48 @@ ++++ +title = "Starting JACK" +description = "How to start JACK audio server" +chapter = false +weight = 1 +#pre = "1. " ++++ + +Ardour 4.X no longer requires that you have JACK (the JACK Audio Connection Kit) installed on your system. But you may want to have JACK available so that Ardour can share audio and MIDI with other Linux audio applications. If you are wondering just what on earth JACK is then take a look here: [http://ardour.org/jack](http://ardour.org/jack). + +If you do not plan to use JACK with Ardour, you may skip this section. Otherwise, read on. + +In a nutshell, JACK is an audio system which manages connections between Ardour and the soundcard of your computer, and between Ardour and other JACK-enabled audio programs on your computer. Ardour used to require JACK in order to run, but since version 4.0 this is optional. + +More info on JACK: [http://jackaudio.org/](http://jackaudio.org/) and [http://jackosx.com/](http://jackosx.com/). + +On Ubuntu, you may use either Qjackctl or Cadence to start and stop JACK and control its settings. +If you have a properly configured [KXStudio](http://kxstudio.sourceforge.net/) installation, JACK may be already running in the background. If not, you may have to manually start it. + +On a Mac, you will need to use [JackPilot](http://www.jackosx.com/). This page may be of help: [Installing Jack OS X on Mac OS X](http://archive.flossmanuals.net/ardour/ch005_installing-jackosx.html). (**Warning**: details on that page may be outdated. Eventually we hope to include an updated page like that in this tutorial.) + +## Using Cadence (Linux) + +Launch Cadence. If JACK is already running, you will see a window like this: + +![cadence](en/Ardour4_JACK_Cadence.png) + +More info on Cadence: [http://kxstudio.sourceforge.net/Documentation:Manual:cadence_introduction](http://kxstudio.sourceforge.net/Documentation:Manual:cadence_introduction) + +## Using Qjackctl (Linux) + +If using Qjackctl instead, this is how it should look like: + +![qjackctl](en/Ardour4_JACK_qjackctl.png) + +If not yet running, use the "Setup" button to configure JACK, and hit "Start" to start JACK. + +## Using JackPilot (OS X) + +Please check this page: [Starting Jack on OS X](http://archive.flossmanuals.net/ardour/ch013_starting-jackosx.html). (**Warning:** this page may be outdated. It's provided here just as a starting point. Eventually we hope to include an updated version of it in this tutorial.) + +## JACK Settings + +More info on Jack configuration: [http://kxstudio.sourceforge.net/Documentation:Manual:jack_configuration](http://kxstudio.sourceforge.net/Documentation:Manual:jack_configuration) (explanation shown using Cadence, but same basic information applies to Setup window in Qjackctl). + +## Continuing + +Next: [STARTING ARDOUR](../starting-ardour-on-ubuntu) diff --git a/content/introduction/_index.en.md b/content/introduction/_index.en.md new file mode 100644 index 0000000..a615cc9 --- /dev/null +++ b/content/introduction/_index.en.md @@ -0,0 +1,11 @@ ++++ +title = "Introduction" +chapter = true +weight = 1 +pre = "1. " ++++ + +### Chapter 1 +# Introduction + +Basic conventions in the tutorial and an introduction to digital audio diff --git a/content/introduction/conventions/index.en.md b/content/introduction/conventions/index.en.md new file mode 100644 index 0000000..7adf410 --- /dev/null +++ b/content/introduction/conventions/index.en.md @@ -0,0 +1,54 @@ ++++ +title = "Conventions" +description = "Conventions used in this Ardour tutorial" +chapter = false +weight = 1 +#pre = "1. " ++++ + +Below are some basic conventions we have adopted in this manual. + +## Mouse Clicks + +Ardour requires a two-button mouse to run (or the emulation of that on +your system in some other way). A **click** is assumed to be a left +button mouse click. A **right-click** refers to the right-hand button on +the mouse. A **Ctrl**, **Cmd** or **Apple** key pressed with a mouse +click is not the same and may in fact give a different result. + +## Key Names & Combinations + +The names of keys to be pressed are written in quotation marks and +italicised, like this: + +**Ctrl**, **Return**, **Backspace**, **R** + +Key combinations are written like this: + +**Ctrl + X** + +or + +**Apple + X** + +## Menu Navigation + +Many functions are accessible in Ardour by clicking on the various menu +items. Additionally, you may need to access functions through the menus +of macOS, Ubuntu or other Linux distributions. To illustrate this, we use +two conventions: the first is illustration via screenshots (images), and +the second is through a syntax like this : + +`View > Zoom > Zoom to Session` + +The above example is shorthand for "first click on the _View_ menu, then +choose the _Zoom_ item of the list, and then click on _Zoom to Session_". + +## Glossary Words + +This tutorial does not assume any previous knowledge of computers or +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. diff --git a/content/introduction/what-is-digital-audio/en/Ardour4_Digital_Audio_1.png b/content/introduction/what-is-digital-audio/en/Ardour4_Digital_Audio_1.png new file mode 100644 index 0000000..baf303a Binary files /dev/null and b/content/introduction/what-is-digital-audio/en/Ardour4_Digital_Audio_1.png differ diff --git a/content/introduction/what-is-digital-audio/en/Ardour4_Digital_Audio_2.png b/content/introduction/what-is-digital-audio/en/Ardour4_Digital_Audio_2.png new file mode 100644 index 0000000..577833d Binary files /dev/null and b/content/introduction/what-is-digital-audio/en/Ardour4_Digital_Audio_2.png differ diff --git a/content/introduction/what-is-digital-audio/en/Ardour4_Digital_Audio_Clipping2.png b/content/introduction/what-is-digital-audio/en/Ardour4_Digital_Audio_Clipping2.png new file mode 100644 index 0000000..19d322c Binary files /dev/null and b/content/introduction/what-is-digital-audio/en/Ardour4_Digital_Audio_Clipping2.png differ diff --git a/content/introduction/what-is-digital-audio/en/Ardour4_Digital_Audio_Waveform.png b/content/introduction/what-is-digital-audio/en/Ardour4_Digital_Audio_Waveform.png new file mode 100644 index 0000000..79edd1c Binary files /dev/null and b/content/introduction/what-is-digital-audio/en/Ardour4_Digital_Audio_Waveform.png differ diff --git a/content/introduction/what-is-digital-audio/index.en.md b/content/introduction/what-is-digital-audio/index.en.md new file mode 100644 index 0000000..68c3934 --- /dev/null +++ b/content/introduction/what-is-digital-audio/index.en.md @@ -0,0 +1,119 @@ ++++ +title = "What is digital audio?" +description = "What is digital audio?" +chapter = false +weight = 3 +#pre = "1. " ++++ + +**Ardour** is a Digital Audio Workstation (DAW). Beforing using it to record and edit sound, it might be useful to review how digital audio works. + +![analogue-digital](en/Ardour4_Digital_Audio_1.png) + +{{}} +graph TD; + A(fa:fa-microphone Analog input) --> B(Analog to digital conversion) + B --> | digital numeric data, samples | C(Digital system) + C --> D(Digital to analog conversion) + D --> E(fa:fa-headphones Analog output) +{{< /mermaid >}} + +The diagram above shows how sound travels to and from your computer. The +"Analogue to Digital Conversion" (ADC) and the "Digital to Analogue +Conversion" (DAC) are done by the sound card or audio interface. The "Digital +System" in this case is your computer running **Ardour.** + +## Frequency and Gain + +Imagine a loudspeaker. To move the air in front of it and make sound, +the membrane of the speaker must vibrate from its center position (at +rest) backwards and forwards. The number of times the membrane vibrates +each second determines the **Frequency** (the note, or *pitch*) of the +sound you hear. The distance the membrane travels from its resting point +determines the **Amplitude** (the volume, or *loudness*) of the sound. +Normally, we measure Frequency in **Hertz** (Hz) and Amplitude in +**Decibels** (dB). + +![speaker](en/Ardour4_Digital_Audio_2.png) + +Check out the great animation on this page illustrating this process: + +{{< youtube RxdFP31QYAg >}} + +A microphone works like a loudspeaker in reverse: vibrations in the air +cause its membrane to vibrate. The microphone turns these acoustic +vibrations into an electrical current. If you plug this microphone into +a computer's sound card and start recording, the sound card makes +thousands of measurements of this electric current per second and +records them as numbers. The number of **Samples** (i.e. measurements) +made per second is called the **Sample Rate**, and the number of +possible values each Sample can have is called the **Bit Depth**. The +combination of Sample Rate and Bit Depth indicates how closely the +digital signal can reproduce the sound it has recorded. + +## Peaks and Clipping + +When Ardour displays the Samples which have been recorded, they appear +as the **Waveform** we see below. The center horizontal line indicates +the membrane of the speaker at rest, and the **Peaks** of the Waveform +indicate the maximum **Amplitude.** + +![waveform](en/Ardour4_Digital_Audio_Waveform.png) + +If we take a Waveform and increase its the Amplitude a lot, some of the Peaks may now fall outside the range that the computer can represent digitally. The computer's inability to represent Peaks +outside the range of Amplitude is called **Clipping**, which results in +a permanent loss of digital information, as well as a change in the +sound quality which is recognizable as **Distortion**. Ardour marks +clipped Peaks with the color red, as can be seen in the image below. + +![clipping](en/Ardour4_Digital_Audio_Clipping2.png) + +In the image above, one can also see the **Mixer Strip** on the far left, +which gives a running measurement of the Peaks, as well as an indication +at the top of the **Peak Meters** showing the maximum Peak so far. The red number indicates Clipping has occurred. + +{{% notice tip %}} +Clipping often can happen at the time of recording if you set your microphone levels too high. +{{% /notice %}} + +The range of decibels between the region's maximum peak and the clipping +point is commonly referred to as **Headroom**, and common recording +practice is to keep approximately three to six Decibels of Headroom +between the maximum of your signal and the clipping point, with the +clipping point itself being represented as 0 dB (zero Decibels). In +other words, an audio region with a comfortable amount of Headroom would +have its maximum peaks between −6 dB and −3 dB. + +Also, because the Peaks of audio signals add together, care must be +taken when **Mixing** several sources together to keep the combined +signals from Clipping. + +## Sample Rate and Bit Depth + +To make audio playable on a compact disc, for example, the computer must +generate 44,100 Samples per second. The Sample Rate determines the +highest frequency which can be recorded or played back by the computer. +A sampling rate of 44.1 kHz means that the highest frequency which can +be represented is just under 22.05 kHz. Since normal human hearing lies +within the range of approximately 20 Hz to 20 kHz, this is commonly +accepted as a reasonable Sample Rate. Other commonly used Sample Rates +include 48 kHz (DAT recorders) or 96 kHz (DVD audio). + +Each Sample is recorded as a **16-bit number**. One **Bit** is a piece of +information which is either 0 or 1. If there are 16 bits together to +make one sample, then there are 2^16 (65,536) possible values for each +sample. + +Thus, we can say that CD-quality audio has a Sample Rate of 44.1 kHz and +a **Bit Depth** of 16 bits. Professional music recordings are usually +mixed using 24 bits to preserve the highest amount of detail before +being mixed down to 16 bits for CD. Older computer games have a +distinctively rough sound, 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. + +{{< youtube zC5KFnSUPNo >}} diff --git a/content/mixing-sessions/_index.en.md b/content/mixing-sessions/_index.en.md new file mode 100644 index 0000000..34be7c0 --- /dev/null +++ b/content/mixing-sessions/_index.en.md @@ -0,0 +1,11 @@ ++++ +title = "Mixing sessions" +chapter = true +weight = 5 +pre = "5. " ++++ + +### Chapter 5 +# Mixing sessions + +How to use basic tools to make every instrument stand out in a mix diff --git a/content/mixing-sessions/dynamics/en/Ardour4_Compressor_Calf.png b/content/mixing-sessions/dynamics/en/Ardour4_Compressor_Calf.png new file mode 100644 index 0000000..35fbe95 Binary files /dev/null and b/content/mixing-sessions/dynamics/en/Ardour4_Compressor_Calf.png differ diff --git a/content/mixing-sessions/dynamics/en/Ardour4_Compressor_SC1.png b/content/mixing-sessions/dynamics/en/Ardour4_Compressor_SC1.png new file mode 100644 index 0000000..d542e68 Binary files /dev/null and b/content/mixing-sessions/dynamics/en/Ardour4_Compressor_SC1.png differ diff --git a/content/mixing-sessions/dynamics/en/Ardour4_Compressor_Simple.png b/content/mixing-sessions/dynamics/en/Ardour4_Compressor_Simple.png new file mode 100644 index 0000000..f8647b9 Binary files /dev/null and b/content/mixing-sessions/dynamics/en/Ardour4_Compressor_Simple.png differ diff --git a/content/mixing-sessions/dynamics/en/Ardour4_Gate_Calf.png b/content/mixing-sessions/dynamics/en/Ardour4_Gate_Calf.png new file mode 100644 index 0000000..d700dea Binary files /dev/null and b/content/mixing-sessions/dynamics/en/Ardour4_Gate_Calf.png differ diff --git a/content/mixing-sessions/dynamics/en/Ardour4_Hard_Gate_Plugin.png b/content/mixing-sessions/dynamics/en/Ardour4_Hard_Gate_Plugin.png new file mode 100644 index 0000000..d543217 Binary files /dev/null and b/content/mixing-sessions/dynamics/en/Ardour4_Hard_Gate_Plugin.png differ diff --git a/content/mixing-sessions/dynamics/en/Ardour4_Limiter_Fast_Lookahead.png b/content/mixing-sessions/dynamics/en/Ardour4_Limiter_Fast_Lookahead.png new file mode 100644 index 0000000..df608eb Binary files /dev/null and b/content/mixing-sessions/dynamics/en/Ardour4_Limiter_Fast_Lookahead.png differ diff --git a/content/mixing-sessions/dynamics/index.en.md b/content/mixing-sessions/dynamics/index.en.md new file mode 100644 index 0000000..f7fdc76 --- /dev/null +++ b/content/mixing-sessions/dynamics/index.en.md @@ -0,0 +1,134 @@ ++++ +title = "Dynamics" +chapter = false +weight = 6 +#pre = "1. " ++++ + +One of the problems you may encounter in a Mix is that the loud parts +are too loud, and/or the quiet parts are too quiet. + +This kind of problem cannot be easily solved using Faders to adjust the Levels alone. You may +set the Levels so high that they clip, or you may add unwanted +background noise by simply turning Levels up. These are all problems +with what is called the **Dynamic Range**, i.e., the difference between +the loudest and quietest parts of your Session. There are several types +of tools for adjusting the Dynamic Range available as **Plugins** +within Ardour, including **Limiting**, **Compression** and **Gating**. + +## Limiting + +A **Limiter** is a tool that prevents the volume of a Track from going +over a certain Level, usually the Peak Level (0dB) or something close to +it. Many Limiters have the option to boost the Levels of the incoming +signal before they are Limited, and in this way you can "close the gap" +between the loudest and quietest parts of your Mix. A Limiter can be +used on the Master Bus to prevent the overall Mix from Clipping. +Limiters are almost always used Post-Fader. + +In the example below, a Plugin named "*Fast Lookahead Limiter*" is used (if you don't find that specific one among your installed plugins, look for any other called "Limiter"). To +set how much it limits, simply adjust the +"*Limit (dB)*" slider. The Fast Lookahead Limiter literally "looks +ahead" in the signal by a few milliseconds, and when it sees that the +signal is about to go over the limit you have set, it automatically +turns the Levels down. + +![limiter](en/Ardour4_Limiter_Fast_Lookahead.png) + +The "*Input Gain (dB)*" slider determines how much the Levels are +increased before they reach the Limiter, and the "*Attenuation (dB)*" +meter on the right-hand side shows how much the Levels are being reduced +at any given moment. While the reduction in volume is +nearly-instantaneous, the "*Release time (s)*" slider determines how +long it takes the Limiter to return to 0 Decibels of **Attenuation**. + +Note that the "harder" one drives the Limiter (by increasing the Input +Gain and/or decreasing the maximum Peak Limit allowed), the more +reduction the Limiter is forced to make, and the more likely it is that +Artifacts of the processing will occur (such as Distortions or erratic +changes in volume). On the Master Bus, it is generally best to avoid +excessive Limiting. + +## Compression + +A **Compressor** boosts the overall volume of a sound, but then +"squeezes" it depending on how loud it is. This can make vocals sound +more even or drums sound fuller and louder. The end effect is similar to +how a Limiter can reduce the range between the quietest and the loudest +sound, however the effect is more selective when using a Compressor. + +The simplest Compressor has relatively few controls, such as the +"*Simple Compressor*" Plugin shown below. Here, the "*Threshold*" +sets the Level at which the Compressor will start to act, and the +"*Compression Ratio*" controls how much the Compressor will "squeeze" +the sound. The "*Attack*" and "*Decay*" parameters control how quickly +the Compressor affects the sound. + +![simple compressor](en/Ardour4_Compressor_Simple.png) + +A more complex Compressor, the "*SC1 Compressor*" Plugin, is show below. + +![sc1 compressor](en/Ardour4_Compressor_SC1.png) + +It has three main buttons: + +- "*Threshold level* (dB)" sets the level at which the Compressor will compress or squeeze the sound. +- "*Ratio* (1:n)" controls how much it will squeeze when it reaches the threshold. +- "*Makeup gain (dB)*" boosts the whole signal after the Compression occurs. + +To soften out a vocal, for example, you could set a "Threshold level" of −10dB or so +and a "Ratio" of 2.5, and then bring the volume back up with the "Makeup +gain". + +The other three controls — "*Attack time (ms)*", "*Release time (ms)*" and +"*Knee radius (dB)*" — allow you to control the shape of the Compression. + +For soft vocal Compression, you would want a semi-fast "Attack time" so +that the Compressor catches the beginning of each word, a slower +"Release time" to let the voice ring out, and a soft "Knee radius" to +create a gentle form of compression that isn't too noticeable. + +If you want to make drums sound big, you might try a slow "Attack time" so that +you don't Compress the pop of the drum, a fast "Release time" so that +the Compressor can catch the next hit of the drum, and a large "Ratio" +to make the Dynamics between the beginning and end of the drum hit +similar. + +Below is a screenshot of a similar Compressor from the +[Calf Plugins Package](http://calf.sourceforge.net/plugins.html): + +![sc1 compressor](en/Ardour4_Compressor_Calf.png) + +## Gating + +The simplest kind of **Gate** allows a signal to pass through when it is +over a certain Level, and blocks the signal when it is lower than that. + +Gates are often used as a kind of noise reduction. For example, the Gate +on a microphone channel might only open while the singer is singing, +preventing other background noises from coming through as well when she +is not singing. Gated drums are also a very well-known studio production +trick to make them sound "sharper". + +Here, the "*Hard Gate*" Plugin displays a single control +parameter, the "*Threshold*" at which the Gate will open and let the +signal through. + +![gate](en/Ardour4_Hard_Gate_Plugin.png) + +Other kinds of Gates, such as the Calf Gate Plugin, are +more complex. They have independent control over how quickly the Gate +opens (the "*Attack*") and closes (the "*Release*"), as well as other +parameters quite similar to those described for the SC Compressor above. + +![gate2](en/Ardour4_Gate_Calf.png) + +## Continuing + +Now that we've explored some tools for getting the Dynamic Range exactly +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](../equalizing) diff --git a/content/mixing-sessions/equalizing/en/Ardour4_EQ_Calf.png b/content/mixing-sessions/equalizing/en/Ardour4_EQ_Calf.png new file mode 100644 index 0000000..4f192a7 Binary files /dev/null and b/content/mixing-sessions/equalizing/en/Ardour4_EQ_Calf.png differ diff --git a/content/mixing-sessions/equalizing/en/Ardour4_EQ_DJ.png b/content/mixing-sessions/equalizing/en/Ardour4_EQ_DJ.png new file mode 100644 index 0000000..54a7e01 Binary files /dev/null and b/content/mixing-sessions/equalizing/en/Ardour4_EQ_DJ.png differ diff --git a/content/mixing-sessions/equalizing/en/Ardour4_EQ_TAP_Equalizer.png b/content/mixing-sessions/equalizing/en/Ardour4_EQ_TAP_Equalizer.png new file mode 100644 index 0000000..57c1884 Binary files /dev/null and b/content/mixing-sessions/equalizing/en/Ardour4_EQ_TAP_Equalizer.png differ diff --git a/content/mixing-sessions/equalizing/en/Ardour5_a-EQ.png b/content/mixing-sessions/equalizing/en/Ardour5_a-EQ.png new file mode 100644 index 0000000..a4cd4ab Binary files /dev/null and b/content/mixing-sessions/equalizing/en/Ardour5_a-EQ.png differ diff --git a/content/mixing-sessions/equalizing/index.en.md b/content/mixing-sessions/equalizing/index.en.md new file mode 100644 index 0000000..9f1ff3a --- /dev/null +++ b/content/mixing-sessions/equalizing/index.en.md @@ -0,0 +1,108 @@ ++++ +title = "Equalizing" +chapter = false +weight = 7 +#pre = "1. " ++++ + +An **Equalizer** (or **EQ**) allows +you to separately control the gain of different frequency ranges of a sound. + +This can be useful not only to sculpt the timbre of an isolated +sound (for example, to make it sound 'sharper' or 'smoother'), but also +to make sounds of various timbres to integrate better into the Mix. + +Often, even after adjusting Levels and Panning, different tracks with +similar frequency content (for example, a bass guitar and a kick drum) +may be difficult to tell apart in the Mix. An Equalizer is a good tool +to address this. + +## 3-Band Equalizer + +The simplest kind of Equalizer is the one familiar to us from analog +mixers. It has three parameters, which adjust the Levels of three +**Bands**, or frequency ranges: one for the **Bass** (low frequencies), +one for the middle range frequencies and one for the **Treble** (high +frequencies). The "*DJ EQ*" Plugin is just such an EQ. If you don't have this +particular plugin on your computer, explore the ones you have that have "EQ" in +the name; you will likely find something similar. + +![dj eq](en/Ardour4_EQ_DJ.png) + +## Multi-Band (or Graphical) Equalizer + +A more complex **Multi-Band (or Graphical) Equalizer** often has a lot more +bands. Each Band is centered on a frequency, and the Level of each band can be +independently adjusted. In some Multi-Band EQs, such as the "*TAP Equalizer*" +plugin shown below, the center frequency of each Band can be defined by the +user. This allows you to either attenuate (or remove) an unwanted frequency, +or to reinforce (boost) a desired one. + +![tap eq](en/Ardour4_EQ_TAP_Equalizer.png) + +The overall "curve" of the Bands can also be used to determine the +general tone of your Track or Mix. In the example above, the lower part +of the mid-range frequencies have been "scooped out" a bit (note how +Bands 1 and 8 are left untouched at 0 dB, while intermediary Bands 2 to +7 draw an attenuation curve, with Band 4 at -15 dB as the lowest point). + +## Parametric Equalizer + +The **Parametric Equalizer** is the most versatile type of EQ used for +Mixing because of its extensive control over all types of EQ parameters. +Ardour ships with a Parametric Equalizer plug-in called the "*a-EQ*". It looks like this: + +![a-eq](en/Ardour5_a-EQ.png) + +Others may have shinier graphical interfaces like this one from the Calf Plugins package, but they all essentially do the exact same thing. You may have EQ plugins on your computer that look a bit different than these screenshots, but the parameters you can control are likely very similar. + +![calf eq](en/Ardour4_EQ_Calf.png) + +In both screenshots above (a-EQ and Calf EQ), there are options you can adjust for each frequency band. +Each of the three bands has a "*Level (dB)*" adjustment to cut or boost frequencies, a +"*Frequency (Hz)*" adjustment to select center frequency, and a +"*Q*" adjustment (between 0 and 1) which determines how wide the range of +frequencies to be affected will be. + +#### High Shelf, Low Shelf + +Both plugins shown above (a-EQ and Calf) also contain a **High Shelf** and **Low Shelf**. A **Shelf** cuts or boosts everything above (High Shelf) or below (Low Shelf) a specific frequency. For example, a +Low Shelf can be used to remove unwanted rumbling sounds, and a High +Shelf can be used to reduce hiss. The "*Frequency*" control of a Shelf determines the cut-off frequency. +For example, a Low Shelf with cut off frequency 200 Hz means that the equalizer will attenuate everything below that frequency. The amount of attenuation is controlled by the Level knob. Notice that neither the High Shelf nor the Low Shelf have a Q parameter. + +## An Example of Using an Equalizer + +In order to achieve a better separation of two instruments in the Mix +through the use of EQ, you first need to find out where the two +instruments overlap. + +Here's one approach. + +1. Using a-EQ or any equivalent EQ plugin, select an appropriate band for one +of the instruments. In the case of a bass guitar, it would be a low frequency +band (start at, say, 100 Hz). + +2. Boost the "*gain*" to 10dB, change the "*Q*" (also called "bandwidth") +so that is a narrower range, and then scroll the "*frequency*" up and down +slowly. You'll hear a pitch move up and down. + +3. Scroll it down slowly until you hear the frequency range where the two +instruments overlap. Now simply reduce the "*gain*" to -5dB, and you will +hopefully hear the instruments a bit clearer. Next, apply the same process +to the other instrument. + +There are many approaches to EQ. Hopefully this will provide one example +of how to begin EQ'ing Tracks in your Mix. But most importantly, when it +comes to EQ, it is better to use too little than too much, unless you're +consciously using extreme EQ as a compositional parameter. + +## Continuing + +You should have enough tools now to create a clean, well-balanced Stereo +Mix of your Session. However, if you want the parameters of your Faders, +Panning or Plugins to change over Time, then you will want to explore +the **Using Automation** chapter next. If not, then skip ahead to learn +how to **Export Sessions** in the following section. + +Next: [USING AUTOMATION](../using-automation) diff --git a/content/mixing-sessions/mixing-levels/en/Ardour4_Mixing_Levels_1.png b/content/mixing-sessions/mixing-levels/en/Ardour4_Mixing_Levels_1.png new file mode 100644 index 0000000..e247e32 Binary files /dev/null and b/content/mixing-sessions/mixing-levels/en/Ardour4_Mixing_Levels_1.png differ diff --git a/content/mixing-sessions/mixing-levels/en/Ardour4_Mixing_Levels_2.png b/content/mixing-sessions/mixing-levels/en/Ardour4_Mixing_Levels_2.png new file mode 100644 index 0000000..9cbb45b Binary files /dev/null and b/content/mixing-sessions/mixing-levels/en/Ardour4_Mixing_Levels_2.png differ diff --git a/content/mixing-sessions/mixing-levels/index.en.md b/content/mixing-sessions/mixing-levels/index.en.md new file mode 100644 index 0000000..f420caf --- /dev/null +++ b/content/mixing-sessions/mixing-levels/index.en.md @@ -0,0 +1,69 @@ ++++ +title = "Mixing levels" +chapter = false +weight = 2 +#pre = "1. " ++++ + +**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 +would be to raise the bass line volume. Levels can be adjusted using the +Fader in the Mixer Strip or in each Track, just below the Track name. +The first step in Mixing is to listen to everything that has been +recorded and adjust the levels of all Tracks so you can hear everything +clearly, but in a manner that is appropriate for the song. For example, +the vocal track is normally louder than the rhythm guitar because the +voice is the focal point of the song. + +## Using the Fader + +The Fader is the primary control of Levels for each Track. The exact +value of the Track's Levels are displayed in the small rectangular field +above the Fader. You can change the Levels by either dragging the slider +or typing in a new number directly into the rectangle with the number. +By default the Fader is set to −0.0 dB, meaning that the Levels of the +Track are not changed. In the screenshot below, the +Fader for the track named "*kick*" is set to -0.0, and the Peak Meter +indicates that the highest peak so far was -5.1. + +![levels1](en/Ardour4_Mixing_Levels_1.png) + +## Avoiding Clipping + +One other important task in Mixing is to avoid **Clipping**. The Peak +Value on the Mixer Strip turns red when the signal has peaked above +0.0dB. You can use this tool to monitor the highest Levels of your Track +while Mixing. + +In the screenshot below, the synth track has just clipped to +5.9. You +can also see little red edges on the waveform itself, indicating the +exact locations where the recorded sound clipped. + +![levels2](en/Ardour4_Mixing_Levels_2.png) + +Click on the red number in the Peak Meter to reset it. + +{{% notice tip %}} +For the sake of the exercise, try to record your voice so that it clips. Hear how the playback is distorted. +{{% /notice %}} + +You should make sure that anything that you send to your sound card or +that you will eventually Export as a sound file (such as for CD +mastering) **never** goes above 0.0dB to avoid actual Clipping. + +If the clipping occurs in a very percussive sound and it is almost unnoticeable, you may be able to hide it by +decreasing the gain (for example, Normalize the region to 0.0, or a +lower number like -1.0). However, often the clipping results in audible +distortion of the recorded sound. The best solution in this case is to +just record again with lower levels. + +## Continuing + +When you are finished with this chapter of the tutorial, you should have +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) diff --git a/content/mixing-sessions/panning/en/Ardour4_Panning_MONO.png b/content/mixing-sessions/panning/en/Ardour4_Panning_MONO.png new file mode 100644 index 0000000..7b61766 Binary files /dev/null and b/content/mixing-sessions/panning/en/Ardour4_Panning_MONO.png differ diff --git a/content/mixing-sessions/panning/en/Ardour4_Panning_STEREO.png b/content/mixing-sessions/panning/en/Ardour4_Panning_STEREO.png new file mode 100644 index 0000000..e738363 Binary files /dev/null and b/content/mixing-sessions/panning/en/Ardour4_Panning_STEREO.png differ diff --git a/content/mixing-sessions/panning/en/Ardour4_Panning_STEREO_WIDTH.png b/content/mixing-sessions/panning/en/Ardour4_Panning_STEREO_WIDTH.png new file mode 100644 index 0000000..51d4007 Binary files /dev/null and b/content/mixing-sessions/panning/en/Ardour4_Panning_STEREO_WIDTH.png differ diff --git a/content/mixing-sessions/panning/en/Ardour4_Panning_Stereo_Mono.png b/content/mixing-sessions/panning/en/Ardour4_Panning_Stereo_Mono.png new file mode 100644 index 0000000..577f7dd Binary files /dev/null and b/content/mixing-sessions/panning/en/Ardour4_Panning_Stereo_Mono.png differ diff --git a/content/mixing-sessions/panning/en/Ardour4_Panning_Stereo_example.png b/content/mixing-sessions/panning/en/Ardour4_Panning_Stereo_example.png new file mode 100644 index 0000000..be458ea Binary files /dev/null and b/content/mixing-sessions/panning/en/Ardour4_Panning_Stereo_example.png differ diff --git a/content/mixing-sessions/panning/index.en.md b/content/mixing-sessions/panning/index.en.md new file mode 100644 index 0000000..7a501bc --- /dev/null +++ b/content/mixing-sessions/panning/index.en.md @@ -0,0 +1,89 @@ ++++ +title = "Panning" +chapter = false +weight = 3 +#pre = "1. " ++++ + +Panning helps to establish a **Stereo Field**, a relative space between the speakers in which to +place your sounds and instruments. + +Once you have established a good balance of levels on all the Tracks, +you can begin to think about panning. + +## The Panning Interface + +The **Panning** control in Ardour is located in the middle of the mixer +strip. + +A Mono Track will have a Mono Panner. It looks like this: + +![monopan](en/Ardour4_Panning_MONO.png) + +A Stereo Track will have a Stereo Panner, like this: + +![stereopan](en/Ardour4_Panning_STEREO.png) + +### Mono Panner + +The default Mono Panner distributes 1 input to 2 outputs. Its behaviour +is controlled by a single parameter, the *position*. By default, the +panner is centered. You can change the position by clicking and dragging +directly on the Mono Panner. Right-click on the panner to access other +options. + +### Stereo Panner + +The default Stereo Panner distributes 2 inputs to 2 outputs. Its +behaviour is controlled by two parameters, *width* and *position*. By +default, the panner is centered at full width. + +Click and drag either the Left or the Right button to change the +*width*. For example, if you bring them closer together it will look +like this: + +![stereo width](en/Ardour4_Panning_STEREO_WIDTH.png)  + +With a narrower width, you can also drag the top handle to change the +relative center position, like this: + +![stereo panner example](en/Ardour4_Panning_Stereo_example.png) + +If we make the Left and Right buttons to overlap completely (that is, +width is reduced to zero), the handles turn into a single signal +indicator marked "M" (for mono): + +![stereo mono example](en/Ardour4_Panning_Stereo_Mono.png) + +## Panning Tricks + +A more extensive discussion of panning philosophy and techniques is beyond the scope of this tutorial, +but here are some general rules of thumb: + +* Guitars tend to be Panned to the left and right. +* Vocals and bass tend to placed in the center. You want to create +a balance so that one side is not louder then the other. +* Headphones may be helpful in determining how instruments should be panned, and whether the mix feels lopsided because one side is too loud. + +Two other tools that are useful in creating a "spatial" or Stereo Field +are **Reverb** and **Delay**. These effects can be used together with +sends to create a drum send which would be further back in the mix with +more Reverb, and a vocal send which might have a little more Delay but +sound closer than the drums. Please see the chapter on **Using Plugins** +and **Using Sends** for more information. + +{{% notice tip %}} +Always keep an eye on your Levels while Panning Tracks! Panning +a Track to one channel increases the Level of that channel. This +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. +{{% /notice %}} + +## Continuing + +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](../using-plugins) diff --git a/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_1.png b/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_1.png new file mode 100644 index 0000000..981f274 Binary files /dev/null and b/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_1.png differ diff --git a/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_2.png b/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_2.png new file mode 100644 index 0000000..7012c67 Binary files /dev/null and b/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_2.png differ diff --git a/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_3.png b/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_3.png new file mode 100644 index 0000000..9bdc951 Binary files /dev/null and b/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_3.png differ diff --git a/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_4.png b/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_4.png new file mode 100644 index 0000000..de43cae Binary files /dev/null and b/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_4.png differ diff --git a/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_5.png b/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_5.png new file mode 100644 index 0000000..8f138f8 Binary files /dev/null and b/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_5.png differ diff --git a/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_6.png b/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_6.png new file mode 100644 index 0000000..470620d Binary files /dev/null and b/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_6.png differ diff --git a/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_Top.png b/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_Top.png new file mode 100644 index 0000000..64b2822 Binary files /dev/null and b/content/mixing-sessions/the-mixer-strip/en/Ardour4_Mixer_Strip_Top.png differ diff --git a/content/mixing-sessions/the-mixer-strip/index.en.md b/content/mixing-sessions/the-mixer-strip/index.en.md new file mode 100644 index 0000000..4f2fe3a --- /dev/null +++ b/content/mixing-sessions/the-mixer-strip/index.en.md @@ -0,0 +1,157 @@ ++++ +title = "The mixer strip" +chapter = false +weight = 1 +#pre = "1. " ++++ + +**Mixing** is the process of converting multiple Tracks into a **Stereo +Mix** where all the instruments can be heard clearly. + +## Mixing Tools + +**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**.  + +## Introducing the Mixer Strip + +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. + +## The Mixer Strip from Top to Bottom + +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. + +### Overview + +Here we see the entire Mixer Strip, as it would appear in either the +Editor Window or the Mixer Window. + +![strip1](en/Ardour4_Mixer_Strip_1.png) + +### Regular & Narrow Modes + +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. + +![strip top](en/Ardour4_Mixer_Strip_Top.png)  + +### Track Name and Routing Button + +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). + +![strip 2](en/Ardour4_Mixer_Strip_2.png) + +### Processor Box + +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. + +![strip 4](en/Ardour4_Mixer_Strip_3.png) + +### Panning + +Panning has to do with placement of sounds anywhere between Left and Right +speakers. Please refer to the **Panning** chapter for more information. + +### Solo + +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. + +![strip 5](en/Ardour4_Mixer_Strip_4.png)  + +### Mute + +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. + +### Arm Record + +The Rec button arms the track for recording, as seen in the **Recording +Audio** chapter. + + +### Fader, Fade/Peak Meters + +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. + +![strip 7](en/Ardour4_Mixer_Strip_5.png) + +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. + +![strip 6](en/Ardour4_Mixer_Strip_6.png)  + +Please refer to the chapter on **Mixing Levels** for more detailed +instruction about using the Fader and Peak Meters. + +### Routing + +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. + +## Continuing + +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-levels) diff --git a/content/mixing-sessions/using-automation/en/Ardour4_Automation_Button.png b/content/mixing-sessions/using-automation/en/Ardour4_Automation_Button.png new file mode 100644 index 0000000..1bba8b8 Binary files /dev/null and b/content/mixing-sessions/using-automation/en/Ardour4_Automation_Button.png differ diff --git a/content/mixing-sessions/using-automation/en/Ardour4_Automation_Fader_1.png b/content/mixing-sessions/using-automation/en/Ardour4_Automation_Fader_1.png new file mode 100644 index 0000000..cfbdb33 Binary files /dev/null and b/content/mixing-sessions/using-automation/en/Ardour4_Automation_Fader_1.png 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" ++++ + +**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 +parameters of the Plugins used in that Track can be automated. An +automated parameter is displayed underneath the parent track in its own +**Automation Track**. Automation data is visually represented as an +**Automation Line**, made up of a number of **Automation Points**. +Here's how a track with Automation looks like: + +![automation1](en/Ardour4_Automation_Fader_1.png) + +In the image above, the Automation Track called "*Fader*" is associated +to the parent Track called "*Audio 1*". The Automation Line controls +Fader (volume) changes over time. + +## Creating a Fader Automation Line + +Let's create a simple Fader Automation. Click the "*A*" button of a chosen track. A menu will appear, where you can select the parameter you would like to Automate. Choose "*Fader*". + +![automation2](en/Ardour4_Automation_Button.png) + +An Automation Track will then appear. Select the Draw Mode (shortcut "*D*"): + +![automation3](en/Ardour4_EditModes_D.png) + +Now you can create Automation Points by clicking anywhere in the Automation Track. An Automation Line joins the Automation Points you add. The yellow number (-15.3 decibels in the image below) indicates the Gain level for the selected Automation Point. + +![automation3](en/Ardour4_Automation_Fader_2.png) + +### Automation States + +The Automation Curve will not play, however, until you set the Automation State to "*Play*". + +![automation state](en/Ardour4_Automation_Fader_3.png) + +**Manual**: When set to "*Manual*", the Track will ignore any Automation data. It will just play with whatever volume is the Fader is set to. In this mode, you are able to move the Track Fader by hand to set a new fixed level. That's the default behavior of a Track when it's first created. + +**Play**: When set to "*Play*", the Track will automatically change the Gain levels following the Automation Curve drawn in the Automation Track. You will no longer be able to move the Track Fader by hand. During playback, you will see the Track Fader moving up and down according to the curve. + +**Write** mode will continuously record user changes to the Automated +parameter as the Transport plays, creating an Automation Line. For +instance, you may start playback and then make real-time changes in gain +using the Fader of your Track. All the changes you +make will be written (recorded) as an Automation Line, which then you +can play back later by switching the Automation Mode back to Play + +**Touch** mode is similar to Write mode. Unlike Write mode though, Touch +mode won't record over existing Automation data unless the parameter is +being changed. + +If these concepts are new to you, focus now on just the first two modes (*Manual* and *Play*), and practice creating automation by drawing Automation Curves by hand. + +## Creating a Plugin for Automation + +You may add Automation to any Plugin which has already been added to a +Track. In the example below, we have a "**AM pitchshifter**" Plugin added to a track. + +![pluginautomation1](en/Ardour4_Automation_Plugin1.png) + +In order to select a Plugin parameter for Automation, click the +button on the Track marked "*a*". The menu will appear. Under "*Processor Automation*" you will find a listing of the Plugins you have added for that Track. + +![pluginautomation2](en/Ardour4_Automation_Plugin2.png) + +Within each listed Plugin, you may choose which parameter you want to +Automate from a list. In the example, we chose the parameter "*Pitch +shift*" of the Plugin "*AM pitchshifter*". An Automation Track for that +parameter appears. Note that as you open several Automation Tracks, they +will appear one after the other below the main parent Track. + +Draw an automation curve for that parameter. Don't forget to set the Automation State to "*Play*". + +![pluginautomation3](en/Ardour4_Automation_Plugin3.png) + +In the image above, the pitch shift of the sound is now changing over time, controlled by the curve. + +{{% notice tip %}} +You can hide an Automation Track by clicking on the "X" at the upper +left corner of the Automation Track. Note that a hidden Automation Track +continues to function even when it is not visible. +{{% /notice %}} + +## Adding Better Visual Resolution to Automation + +You can achieve a greater amount of vertical precision by increasing the +height of the Automation Track. Move your cursor near the lower edge of the Automation Track. The pointer turns into a vertical double arrow. Drag it down to increase the height of the Automation Track. Notice that the parent Track and the Automation Track heights are independent, so while working in your Automation Curves you might set them up like this: + +![pluginautomation5](en/Ardour4_Automation_Plugin4.png) + +{{% notice tip %}} +Remember you can also Zoom In and Out to increase resolution in the horizontal axis. +{{% /notice %}} + +## Working with Automation Points + +There are several ways ways of adjusting Automation Points, depending on the editing mode you are in: + +- An Automation Point can be dragged in any direction with the mouse (works in Grab, Draw, and Edit modes). +- To remove an Automation Point, hold down the "*Shift*" key while Right-Clicking on it (works in Grab, Draw, and Edit modes). +- Edit Mode only: any segment of the Automation Line between Automation Points may be dragged vertically, affecting both end points at once, without affecting their horizontal position. Simply click somewhere on the line between two points, and drag up and down. +- How to delete multiple Automation Points at once (Grab Mode and Edit Mode only): select multiple Automation Points by dragging a box starting on the track background around the points. Then the selected points may be deleted by hitting "*Delete*" (*not* "*Backspace*"). If you are on a Mac and do not have a true "*Delete*" key, try "*Function*" + "*Backspace*"). + +After an Automation Curve ends, its value will stay at that level for all subsequent regions, whether or not you have drawn a continuation of the curve. + +![end point](en/Ardour4_Automation_Fader_End.png) + +In the example above, the last point of the curve is at -23 decibels. That same level will be kept for the remainder of the Track, even though the line is not drawn until the end. + +## Moving Automation + +Moving a Region to a new location will automatically move the Automation data that might be aligned with it, as we can see in the following screen shots. + +Before moving: + +![mv1](en/Ardour4_Automation_Moving_1.png) + +After moving: + +![mv2](en/Ardour4_Automation_Moving_2.png) + +You can change this behavior if you like. In other words, if you want automation curves to *stay where they are* even when you move Regions around, go to Edit > Preferences > Editor and uncheck "Move relevant automation when audio regions are moved." + +## Region-specific Gain Automation + +There is a way to create a gain automation directly bound to a Region. When you select Draw Mode, you should see a flat line on the top half of each Region rectangle: + +![gain-automation](en/Ardour4_Automation_Region_Specific_1.png) + +Click directly on that line to create Automation points. These will be drawn directly on the +Region itself, unlike Fader Automation which is drawn or recorded in the +Automation track. Region Gain Automation is separate from, and in +addition to, Fader Automation. + +![gain-automation2](en/Ardour4_Automation_Region_Specific_2.png) + +As with the Automation Tracks, a **Gain Automation Point** can be +dragged in any direction with the mouse. To remove a Gain Automation +Point, hold down the "*Shift*" key while Right-Clicking on it. + +### Deactivating and Removing Gain Automation + +Gain Automation can be reset or deactivated from the Region context +menu, which is reached by Right-Clicking on the Region. + +![gain-automation3](en/Ardour4_Automation_Gain_Tool_Reset.png) + +Here, the Gain Automation is referred to as the **Envelope**. + +"*Reset Envelope*" removes the Gain Automation Points you have drawn in the Region. + +"*Envelope Active*" toggles the Gain Automation Envelope on and off. + +### When should I use Region Gain Automation or Track Fader Automation? + +As seen above, both are very similar. With practice you will notice situations in which one is more convenient than the other. Here are two examples: + +* If all you need to do is a little touch up (cut or boost gain) in a specific portion of a Region, and you are otherwise happy with the level for the Rest of the passage or entire track, use the Region-specific Automation. + +![gain-example1](en/Ardour4_Automation_Region_Specific_2.png) + +* If you have a more complex Track with crossfades over Regions, and/or need to shape a longer dynamic curve across several Regions on the same Track, use Fader Automation. + +![gain-automation2](en/Ardour4_Automation_Gain_Comparison.png) + +The screenshot above shows a simple gradual fade starting from the first Region in the track, and ending at the last Region. It's very straightforward to do this with Fader Automation, but but it would be much harder to do it using region-specific automation. + +## Continuing + +Once you have your Automation in place, you are just about ready to +Export your Stereo Mix to an audio file which you can listen to, burn as +a CDR or convert to an MP3/OGG to share on a website. Please continue on +to the next section, **Exporting Sessions**, to learn the different ways +of doing this. + +Next: [EXPORTING A SESSION](../exporting-a-session) diff --git a/content/mixing-sessions/using-plugins/en/Ardour4_Mixer_Strip_2.png b/content/mixing-sessions/using-plugins/en/Ardour4_Mixer_Strip_2.png new file mode 100644 index 0000000..7012c67 Binary files /dev/null and b/content/mixing-sessions/using-plugins/en/Ardour4_Mixer_Strip_2.png differ diff --git a/content/mixing-sessions/using-plugins/en/Ardour4_Plugin_Freeverb_Settings.png b/content/mixing-sessions/using-plugins/en/Ardour4_Plugin_Freeverb_Settings.png new file mode 100644 index 0000000..3e7a2c1 Binary files /dev/null and b/content/mixing-sessions/using-plugins/en/Ardour4_Plugin_Freeverb_Settings.png differ diff --git a/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_1.png b/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_1.png new file mode 100644 index 0000000..6666d72 Binary files /dev/null and b/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_1.png differ diff --git a/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_2.png b/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_2.png new file mode 100644 index 0000000..4ed79ab Binary files /dev/null and b/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_2.png differ diff --git a/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_3.png b/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_3.png new file mode 100644 index 0000000..3db9f72 Binary files /dev/null and b/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_3.png differ diff --git a/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_Bypass.png b/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_Bypass.png new file mode 100644 index 0000000..9a778e2 Binary files /dev/null and b/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_Bypass.png differ diff --git a/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_Freeverb.png b/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_Freeverb.png new file mode 100644 index 0000000..d539dd3 Binary files /dev/null and b/content/mixing-sessions/using-plugins/en/Ardour4_Plugins_Freeverb.png differ diff --git a/content/mixing-sessions/using-plugins/index.en.md b/content/mixing-sessions/using-plugins/index.en.md new file mode 100644 index 0000000..003f048 --- /dev/null +++ b/content/mixing-sessions/using-plugins/index.en.md @@ -0,0 +1,135 @@ ++++ +title = "Using plugins" +chapter = false +weight = 4 +#pre = "1. " ++++ + +**Plugins** can be used to enhance or transform the sound of individual +Tracks. + +They can be applied directly to a single track, or to a group of Tracks using a **Send**. Later in +this tutorial, we will discuss some Plugins specific to the Mixing +process, such as **Compressors**, **Limiters**, **Parametric +Equalizers**, **Reverbs** and others. + +## Processor Box + +In Ardour terminology, a **Processor** is anything which gets plugged +into a Mixer Strip, and treats the signal in some way. Ardour provides +several built-in processors such as the Fader or Panners. Processors can +also be plugins used for effects or as instruments, as well as sends or +inserts which affect signal routing. The arrangement of processors is +arbitrary, and there is no limit to how many there can be. + +![mixer strip 2](en/Ardour4_Mixer_Strip_2.png) + +The main space shown in the screenshot above is the **Processor Box**. +The blue box Fader is in fact a **Processor** that comes by default +inside the Processor Box. It represents the Fader that you use to +control the Track's volume. All Processors are shown as colored +rectangles, with a small "LED" beside them that lights up when the +processor is enabled. The colour of the processor depends on its +location in the sequence; processors that are pre-fader are colored in +red, and post-fader processors are colored green. + +## Adding a Plugin to a Track or a Bus + +Plugins can be added by right-clicking in the Processor Box of the Track +or Bus. A menu of options is presented. From the menu, new processors +can be inserted. + +![plugins1](en/Ardour4_Plugins_1.png) + +The Plugin Manager is a convenient way to browse and choose plugins: + +![plugins2](en/Ardour4_Plugins_2.png) + +From the Plugin Manager, you can search them by Name, Type, or other +search parameters available from the drop-down menu. For example, we +will add the reverb plugin called "Freeverb": + +![plugins3](en/Ardour4_Plugins_3.png) + +Once selected, click "*Add*" and the plugin will show up in the bottom +list of "Plugins to be connected". Then click "*Insert Plugin(s)*" and +they will show up in the Processor Box. + +![plugins reverb](en/Ardour4_Plugins_Freeverb.png) + +## Editing Plugin Parameters + +Double-click a Plugin to edit its parameters. In this example, we double +click the "Freeverb" green box and get this window: + +![freeverb settings](en/Ardour4_Plugin_Freeverb_Settings.png)  + +Here you can control reverb parameters such as Room Size, Damping, +amount of Wet and Dry signal, and Width. The effect will apply to all +sounds contained in the Track. + +## Bypassing Plugins + +To bypass the Plugin, press the *Bypass* button in the Plugin settings +window, or simply click the "LED" of the plugin in the Processor Box. +This turns the plugin off and allows the signal to pass by it +unaffected. This is useful when you want to compare how a track sounds +with and without the plugin. + +![bypass](en/Ardour4_Plugins_Bypass.png) + +Bypassed plugins are shown greyed out and with the "LED" turned off. + +Right-Clicking the Plugins will give a menu with several options, +including *Delete*. + +## Pre-Fader vs Post-Fader + +You have a choice whether you would like to add your Plugin before or +after the Fader rectangle in the **Processor Box**. Pre-fader plugins +are inserted in the signal path *before* the Fader, so that the Fader +controls the level of the signal coming out of the Plugin. Post-Fader +Plugins are inserted *after* the Fader: the Fader controls the level of +the signal going into the Plugin. For some Plugins, Pre- or Post-fader +placement does not matter. For others, the difference is subtle. For +others still, inserting them in the right place is absolutely essential +(for more details, see for example +[this thread](https://discourse.ardour.org/t/fader-before-or-after-plugins/100666) +at the Ardour discussion forum). + +## Plugin Formats + +For those interested in learning more about plugin formats, here's a quick overview: + +**LADSPA Plugins** are the "native" Plugin format for Ardour.  They were +initially developed for Linux, but since have been ported to OS X as +well. + +**LV2** is a simple but extensible successor of LADSPA, which can be +used to display sound characteristics in a graphical manner. LV2 Plugins +can be used on OS X and Linux. + +**AU Plugins** are the "native" Plugin format for OS X. They will only +work in Ardour if you have made a donation when you downloaded the +program. See the **Installing OS X** chapter for details. AU Plugins +will not work on Linux at all. + +**VST Plugins** is a Plugin format common to Microsoft Windows. Some +VST Plugins can be used on Linux, however they may not function +correctly, or even cause Ardour to crash. Using these Plugins requires +manually **Compiling** the Ardour application, a task which is outside +the scope of this manual. + +More information about using plugins with Ardour can be found here: +[http://manual.ardour.org/working-with-plugins/](http://manual.ardour.org/working-with-plugins/) + +## Continuing + +In this chapter, we learned how to add a Plugin to a single Track. This +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**. 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" ++++ + +A *Send* is just an extra output for a Track or Bus with its +own separate Fader that can be used to route the signal to other points in +Ardour. + +Also known as **Auxiliary Sends**, they tap the signal at a specific point in +the signal flow (pre-fader, post-fader, before or after EQs and other +plugins, etc.) and send a copy of that signal somewhere else, without +affecting the normal signal flow downwards to the channel fader. + +In Ardour, you can easily add **Sends** to Tracks and Busses through the Mixer Strip. Sends are Processors, just like Plugins. + +## When is a Send useful? + +In earlier chapters, we built a drum kit pattern with four separate tracks: kick, snare, hihat, and clap. +Let's say now you'd like to add a reverb to the drums. You could of course add a separate plugin for each individual track, +and tweak their settings separately, but this method unnecessarily increases the amount of work. Every time you want +to change a reverb setting across the board for all drums, you'd have to open all four reverb plugins and change them in the same way. + +*This is where Sends come in handy: you can use them to add a particular effect to a set of Tracks without creating multiple +instances of the same Plugin.* + +Here's the overview of how we will do this: + +* Create a single Bus with the desired Plugin. +* Add a Send to each drum track to which you want to apply the effect. +* Route these Sends to the Bus. + +## Creating the Bus and adding a Plugin + +Create a Bus (menu *Track > Add Track, Bus, or VCA...*), name it appropriately, and add a +Plugin in the Pre-Fader Region (right-click just above the Fader blue +rectangle in the Processor Box), as discussed in the chapter **Using +Plugins**. + +In this example, we have created a Mono Bus called "*DRUMS*", and added +the "*Freeverb*" Reverb LADSPA Plugin to the bus. + +![sends1](en/Ardour4_Sends_1.png) + +### Bus inputs + +The "-" display in the Bus Input button indicates that nothing +is routed to this bus yet. We will take care of this later. + +### Bus output + +Before routing a send to this Bus, first make +sure that the Bus outputs are Routed to the Master Bus, as shown below +(button at bottom reads "*master*"). + +![sends2](en/Ardour4_Sends_2.png) + +Also, open the Plugin Window (double click on the Freeverb rectangle) and set the Plugin's signal mix to 1.0 Wet +Level and 0.0 Dry Level. + +![sends3](en/Ardour4_Sends_3.png) + +This ensures that the Bus carries all of the processed signal (the 'Wet' +signal) from the Plugin, and none of the unprocessed signal (the 'Dry' +signal) to the Master Bus. Remember, the unprocessed, 'clean' signals +are still available from their original tracks, so there is no need to +duplicate them in this Bus. + +## Creating and Routing Sends + +Now we can create Sends in the other Tracks and route them to the Bus +inputs. + +Like Plugins, Sends are also created in the Processor Box. Go to each of +your drum tracks, right-click in empty space of the Processor Box, and create a *New Aux +Send...* directed to the appropriate Bus (in our case, named DRUMS). + +![sends4](en/Ardour4_Sends_4.png)  + +{{% notice tip %}} +If you do *not* see the "*New Aux Sends...*" option in the menu, it's probably because you did not create any bus yet. Go back to the previous step to create the bus. +{{% /notice %}} + +You should now see the Send displayed in the Processor Box: + +![postfader](en/Ardour4_Post-Fader_Send.png)  + +The little "*Send*" slider you see just below the green rectangle is the Send Fader, which +controls how much sound will be sent from this Track to the Bus. + +### Post-Fader vs Pre-Fader Sends + +Notice that the image above shows a Post-Fader Send (it sits "*after*" the Fader rectangle). +In Post-Fader Sends, the Send Level is controlled *first* by both the Track/Bus Fader and *second* by the +Send Fader. + +In a *Pre*-Fader Send, on the other hand, the Send Level is controlled only +by the Send Fader, independently of the Track/Bus Fader. A Pre-Fader Send would look like this: + +![prefader](en/Ardour4_Pre-Fader_Send.png)  + +You can drag the Send rectangle up and down the Processor box to make it Pre- or Post-Fader as needed. + +{{% notice tip %}} +The choice of Pre- or Post-Fader depending on the type of effect Plugin +used and the desired result. For this exercise, either one will work. +{{% /notice %}} + +A Send behaves just like any other Plugin in the Processor Box. +You can deactivate it temporarily by clicking on the small "LED", and you can right click on the rectangle to access other options, including "*Delete*". + +### Send Fader + +To control level of each Send, simply click and drag the Send Fader to increase or decrease its volume. + +![sendfader](en/Ardour4_Send_Fader.png)  + +The DRUMS Bus is now receiving the sum of all tracks, and applying the effect to it. A single Plugin applied to the Bus controls the effect for the mix of all drum sounds routed there. This way, you have independent control over the "dry" sound of the original tracks, and the "wet" sound of coming out of the Bus. + +Because Sends are very useful for this kind of work with effect Plugins, they are also commonly +called "Effect Sends". + +## Continuing + +Now that you know how to **Add Plugins** to a Track, as well as how to +**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](../dynamics) diff --git a/content/saving-sessions/_index.en.md b/content/saving-sessions/_index.en.md new file mode 100644 index 0000000..6c7348f --- /dev/null +++ b/content/saving-sessions/_index.en.md @@ -0,0 +1,11 @@ ++++ +title = "Saving sessions" +chapter = true +weight = 7 +pre = "7. " ++++ + +### Chapter 7 +# Saving sessions + +How to save a session, a snapshot of it, and a template for further reuse diff --git a/content/saving-sessions/_index.ru.md b/content/saving-sessions/_index.ru.md new file mode 100644 index 0000000..4922a01 --- /dev/null +++ b/content/saving-sessions/_index.ru.md @@ -0,0 +1,11 @@ ++++ +title = "Сохранение сессий" +chapter = true +weight = 7 +pre = "7. " ++++ + +### Глава 7 +# Сохранение сессий + +TODO diff --git a/content/saving-sessions/saving-a-session/en/Ardour4_Session_Folder_Structure.png b/content/saving-sessions/saving-a-session/en/Ardour4_Session_Folder_Structure.png new file mode 100644 index 0000000..24011e3 Binary files /dev/null and b/content/saving-sessions/saving-a-session/en/Ardour4_Session_Folder_Structure.png differ diff --git a/content/saving-sessions/saving-a-session/en/Ardour4_Session_Setup_Dialog.png b/content/saving-sessions/saving-a-session/en/Ardour4_Session_Setup_Dialog.png new file mode 100644 index 0000000..5826497 Binary files /dev/null and b/content/saving-sessions/saving-a-session/en/Ardour4_Session_Setup_Dialog.png differ diff --git a/content/saving-sessions/saving-a-session/index.en.md b/content/saving-sessions/saving-a-session/index.en.md new file mode 100644 index 0000000..b4b6bc5 --- /dev/null +++ b/content/saving-sessions/saving-a-session/index.en.md @@ -0,0 +1,56 @@ ++++ +title = "Saving a session" +chapter = false +weight = 1 +#pre = "1. " ++++ + +There are a number of ways to save Sessions in Ardour, so that each +Session can be use later on. The simplest way is to save the entire +Session just like you would save other documents: hitting "Control" + "S". + +A new Session is first saved at the moment you create it. While you are working on it, you should save it +frequently. Get into the habit of hitting *"Control"* + *"S"* (or *"Command"* + *"S"* on a Mac) every few minutes. + +{{% notice tip %}} +Avoid using any characters other than letters and numbers when naming your session. Avoid 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. Once you have created your Ardour session, do **not** manually rename any folders or files that belong to the Session. +{{% /notice %}} + +## Ardour File and Folder Format + +The contents of a typical Session's folder on your hard drive might look something like +this: + +![Ardour Folder](en/Ardour4_Session_Folder_Structure.png) + +A bit of information about some of the components inside that folder: + +* The name of this Session is "*my_session*". +* The main session file is called "*my_session.ardour*". The Session file is periodically backed up by Ardour with a *.bak* extension. +* The *.history* file keeps a record of changes you have made during your Session, and is also periodically backed up. +* The *interchange* folder contains the actual audio data of all the Regions used in your Session. +* The *export* folder is where exported files are saved by default. + +{{% notice tip %}} +If double-clicking on the session file does not launch Ardour, use the standard method of first opening the application itself, then choosing a session from the Session Setup dialog. +{{% /notice %}} + +![Ardour Opening](en/Ardour4_Session_Setup_Dialog.png) + +## Moving a session to another computer or disk + +If you need to move your Ardour session to another computer, or if you would like to make a backup of it on an external drive, *you must copy the entire folder* containing all of the files mentioned above. It is **not** enough to copy just the *.ardour file. + +{{% notice tip %}} +When copying an Ardour folder to another computer or drive, do not manually change its name or the name of any of the internal files. +{{% /notice %}} + +## Continuing + +Saving an entire Session allows you to open it again at a later time. +However, if you would like to preserve a certain state that your Session +is in, to be able to return to that state later on after you have made +changes, then please continue to the next session called **Saving +a Snapshot**. + +Next: [SAVING A SNAPSHOT](../saving-a-snapshot) diff --git a/content/saving-sessions/saving-a-snapshot/en/Ardour4_Snapshot_List.png b/content/saving-sessions/saving-a-snapshot/en/Ardour4_Snapshot_List.png new file mode 100644 index 0000000..b9fea8a Binary files /dev/null and b/content/saving-sessions/saving-a-snapshot/en/Ardour4_Snapshot_List.png differ diff --git a/content/saving-sessions/saving-a-snapshot/en/Ardour4_Snapshot_Menu.png b/content/saving-sessions/saving-a-snapshot/en/Ardour4_Snapshot_Menu.png new file mode 100644 index 0000000..c93232a Binary files /dev/null and b/content/saving-sessions/saving-a-snapshot/en/Ardour4_Snapshot_Menu.png differ diff --git a/content/saving-sessions/saving-a-snapshot/en/Ardour4_Snapshots_Name.png b/content/saving-sessions/saving-a-snapshot/en/Ardour4_Snapshots_Name.png new file mode 100644 index 0000000..be4785e Binary files /dev/null and b/content/saving-sessions/saving-a-snapshot/en/Ardour4_Snapshots_Name.png differ diff --git a/content/saving-sessions/saving-a-snapshot/index.en.md b/content/saving-sessions/saving-a-snapshot/index.en.md new file mode 100644 index 0000000..9a539e1 --- /dev/null +++ b/content/saving-sessions/saving-a-snapshot/index.en.md @@ -0,0 +1,47 @@ ++++ +title = "Saving a snapshot" +chapter = false +weight = 2 +#pre = "1. " ++++ + +Saving a **Snapshot** in Ardour is similar to saving your Session to a +new file, however using a Snapshot avoids overwriting the original +Session file. A Snapshot contains the current state of your work, while +sharing all the audio and data files of the Session. + +## Saving a Snapshot + +You can save a Snapshot via the menu: *Session > Snapshot* (shortcut "*Control*" + "*Shift*" + "*S*"). + +![snapshots](en/Ardour4_Snapshot_Menu.png) + +By default the program will name the new Snapshot according to the +current date and timestamp of your system. If you wish, you can change +the name to one that more meaningfully corresponds to the Session you +are working on. From the menu, you can also choose whether to save +a snapshot and keep working on the present version, or save a snapshot +and switch immediately to that snapshot. + +![snapshots](en/Ardour4_Snapshots_Name.png) + +## Recalling Snapshots + +You can recall a saved Snapshot via the '*Snapshots*' tab in the area on +the right: + +![snapshot2](en/Ardour4_Snapshot_List.png) + +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. + +## Continuing + +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](../saving-a-template) + diff --git a/content/saving-sessions/saving-a-template/en/Ardour4_Save_Template_1.png b/content/saving-sessions/saving-a-template/en/Ardour4_Save_Template_1.png new file mode 100644 index 0000000..b735310 Binary files /dev/null and b/content/saving-sessions/saving-a-template/en/Ardour4_Save_Template_1.png differ diff --git a/content/saving-sessions/saving-a-template/en/Ardour4_Save_Template_2.png b/content/saving-sessions/saving-a-template/en/Ardour4_Save_Template_2.png new file mode 100644 index 0000000..ff0383f Binary files /dev/null and b/content/saving-sessions/saving-a-template/en/Ardour4_Save_Template_2.png differ diff --git a/content/saving-sessions/saving-a-template/index.en.md b/content/saving-sessions/saving-a-template/index.en.md new file mode 100644 index 0000000..bc4b99e --- /dev/null +++ b/content/saving-sessions/saving-a-template/index.en.md @@ -0,0 +1,57 @@ ++++ +title = "Saving a template" +chapter = false +weight = 3 +#pre = "1. " ++++ + +If you often go through the motions of setting up the same information +in each new Session you create, such as the number of input and output +Channels, the number and names of Tracks or Busses, or the Routing, then +you may wish to create a Template of that information instead. + +With a **Template**, you can save the state of a currently open Session +*without* all the Region information files. Templates are useful if, for +example, you're doing extensive Routing on Tracks and Buses and want to +save the Editor Window's state for use in other Sessions. An example +might be a Template to record Tracks of drums, bass, guitar and vocals, +each with their own input on the soundcard, which you might use as a +basis for each Session you created in that situation. + +## Save a Template + +You can save a new Template from the Main Menu: *Session > Save Template*. You are asked to give the new Template a name: + +![template1](en/Ardour4_Save_Template_1.png) + +## Load a Template + +When creating a new Session, you can load up a previously saved Template: + +![template2](en/Ardour4_Save_Template_2.png) + +In summary: Session Templates are a way to store the setup of a session for future use. They do not store any audio data but can store: + +* The number of tracks and busses, along with their names. +* The plugins present on each track or bus (if any). +* All I/O connections. + +## Conclusion + +Congratulations, you have reached the end of this introduction to Ardour! We hope that this tutorial has been useful for you to learn the key functions of Ardour. + +In the following section, the **Appendices**, we have included some +extra information we thought would be useful to new users of Ardour, +including how to get [**Further Help**](../further-help), a [**Glossary**](../glossary) of technical terms +used in this manual, some [**Links**](../links) to further information about Ardour +on the Internet and, last but not least, the [**Credits**](../credits) of those +involved in creating this Free/Libre Open Source Software (FLOSS) Manual. + +Thanks for reading, and if you have some knowledge about Ardour that is +not included here, please feel free to propose changes (more info on how to do it: [**How to Contribute**](../how-to-contribute-0/). Also, this manual itself is fully open source and lives at [https://github.com/brunoruviaro/ardour4-tutorial](https://github.com/brunoruviaro/ardour4-tutorial). You can even fork it and create your own customized version of it! + +**Appendices:** +[FURTHER HELP](../further-help) || +[GLOSSARY](../glossary) || +[LINKS](../links) || +[CREDITS](../credits) diff --git a/content/starting-sessions/_index.en.md b/content/starting-sessions/_index.en.md new file mode 100644 index 0000000..b308a35 --- /dev/null +++ b/content/starting-sessions/_index.en.md @@ -0,0 +1,11 @@ ++++ +title = "Starting sessions" +chapter = true +weight = 3 +pre = "3. " ++++ + +### Chapter 3 +# Starting sessions + +How to connect tracks and busses, import and record audio in a project diff --git a/content/starting-sessions/creating-a-track-or-bus/en/Ardour6_Add_Track_or_Bus.png b/content/starting-sessions/creating-a-track-or-bus/en/Ardour6_Add_Track_or_Bus.png new file mode 100644 index 0000000..1a477e9 Binary files /dev/null and b/content/starting-sessions/creating-a-track-or-bus/en/Ardour6_Add_Track_or_Bus.png differ diff --git a/content/starting-sessions/creating-a-track-or-bus/en/Ardour6_Tracks.png b/content/starting-sessions/creating-a-track-or-bus/en/Ardour6_Tracks.png new file mode 100644 index 0000000..ad15428 Binary files /dev/null and b/content/starting-sessions/creating-a-track-or-bus/en/Ardour6_Tracks.png differ diff --git a/content/starting-sessions/creating-a-track-or-bus/index.en.md b/content/starting-sessions/creating-a-track-or-bus/index.en.md new file mode 100644 index 0000000..f559940 --- /dev/null +++ b/content/starting-sessions/creating-a-track-or-bus/index.en.md @@ -0,0 +1,92 @@ ++++ +title = "Creating a track or a bus" +chapter = false +weight = 3 +#pre = "1. " ++++ + +What is an Audio Track? +-------------------------- + +An **Audio** **Track** is a place where you can drag a **Region** +from your **Region List** and where you can record sounds coming from an +outside source. + +A Region represents an audio clip, i.e., one of your +sound files or just a portion of a sound file. In the image below, the +horizontal strip areas marked "*MyTrack*" and "*short-drone-mono*" are Tracks. +The rectangles containing audio information are called Regions (for example, the Region "*wheels-mono.1*" is contained within *MyTrack*). + +![Tracks](en/Ardour6_Tracks.png) + +What is a Bus? +---------------- + +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 area marked "*Master*" in your session is an example of a Bus. Typically every +session has a **Master Bus**. All the audio to be **Exported**  from +your Session will be sent to the Master Bus. + +How are Tracks and Busses Used? +--------------------------------- + +Audio-processing **Plugins** and **Automation** can be applied to both +Tracks and Busses. + +Audio tracks can be routed to Busses. In fact, many Tracks can be +simultaneously routed to one Bus. Busses are traditionally used as a +convenient way to apply any kind of signal processing to many Tracks at +once. For instance, you might find it useful to route all Tracks that +contain drum sounds to a single Bus that you would call '*drum bus*'. +Then, if you decide that all your drum Tracks are too loud, you can +quickly adjust the level of the '*drum bus*' rather than adjusting each +separate Track that feeds into it. + +Another use of a Bus would be to have a common **Reverberation** Plugin, +so that any audio Track which requires the Reverb effect could be routed +to a single Bus. + +Adding Tracks and Busses +------------------------ + +Right-Click in the empty area beneath any existing Tracks and Busses. +Alternatively, click on the menu *Track > Add Track, Bus, or VCA...* (shortcut +"*Ctrl*" + "*Shift*" + "*N*"). The following window will appear: + +![Add Track](en/Ardour6_Add_Track_or_Bus.png) + +**Add** lets you specify how many Tracks (or Busses) you would to like +to create. + +Choose **Audio Tracks** or **Audio Busses** to specify whether you want to +create Tracks or Busses. There are also other options such as **MIDI Track** and more. Ardour offers different track types depending on the type of data they contain. This tutorial will only +cover Audio Tracks and Busses. (see the [Ardour +Manual](http://manual.ardour.org/working-with-tracks/track-types/) for +details on all track types) + +You can optionally give a **Name** to the Track or Bus being created. +The **Configuration** drop-down menu allows you to specify how many +channels of audio you'd like the new Track or Bus to handle. For +example, if you will be recording your voice on this track using a +single microphone, choose **Mono**. If you plan to import a clip from an +existing song and place it on this Track, choose **Stereo**. The choice +made here will also affect which Plugins you can use on the track (Mono +tracks cannot use Stereo Plugins and vice versa). + +The **Position** menu lets you choose where you want the new track or bus to be placed: first, last, before or after the selection. + +You can safely ignore the other options for now. To learn more about each of them, please check [this page of the complete Ardour +Manual](http://manual.ardour.org/working-with-tracks/adding-tracks-and-busses/). + +Click the **Add and Close** button to create the Tracks or Busses you +have just configured, and automatically close the Add Track window. The tracks you just created will appear as new rows in the **Main Canvas**. If you still wanted to add more tracks after this step, you could alternatively have chosen **Add selected items (and leave dialog open)** instead. + +Continuing +---------- + +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](../importing-audio) diff --git a/content/starting-sessions/importing-audio/en/Ardour4_Add_As_New_Track.png b/content/starting-sessions/importing-audio/en/Ardour4_Add_As_New_Track.png new file mode 100644 index 0000000..fcbd58e Binary files /dev/null and b/content/starting-sessions/importing-audio/en/Ardour4_Add_As_New_Track.png differ diff --git a/content/starting-sessions/importing-audio/en/Ardour4_Import_To_Region_List.png b/content/starting-sessions/importing-audio/en/Ardour4_Import_To_Region_List.png new file mode 100644 index 0000000..7cea47c Binary files /dev/null and b/content/starting-sessions/importing-audio/en/Ardour4_Import_To_Region_List.png differ diff --git a/content/starting-sessions/importing-audio/en/Ardour4_Insert_At.png b/content/starting-sessions/importing-audio/en/Ardour4_Insert_At.png new file mode 100644 index 0000000..939310b Binary files /dev/null and b/content/starting-sessions/importing-audio/en/Ardour4_Insert_At.png differ diff --git a/content/starting-sessions/importing-audio/en/Ardour4_RegionList_EditorList.png b/content/starting-sessions/importing-audio/en/Ardour4_RegionList_EditorList.png new file mode 100644 index 0000000..e98351f Binary files /dev/null and b/content/starting-sessions/importing-audio/en/Ardour4_RegionList_EditorList.png differ diff --git a/content/starting-sessions/importing-audio/en/Ardour4_Region_List_Stereo_File.png b/content/starting-sessions/importing-audio/en/Ardour4_Region_List_Stereo_File.png new file mode 100644 index 0000000..c951dc4 Binary files /dev/null and b/content/starting-sessions/importing-audio/en/Ardour4_Region_List_Stereo_File.png differ diff --git a/content/starting-sessions/importing-audio/en/Ardour4_Stereo_Mono_Comparison.png b/content/starting-sessions/importing-audio/en/Ardour4_Stereo_Mono_Comparison.png new file mode 100644 index 0000000..5c1d383 Binary files /dev/null and b/content/starting-sessions/importing-audio/en/Ardour4_Stereo_Mono_Comparison.png differ diff --git a/content/starting-sessions/importing-audio/en/Ardour5_Add_Existing_Media.png b/content/starting-sessions/importing-audio/en/Ardour5_Add_Existing_Media.png new file mode 100644 index 0000000..e07a811 Binary files /dev/null and b/content/starting-sessions/importing-audio/en/Ardour5_Add_Existing_Media.png differ diff --git a/content/starting-sessions/importing-audio/en/Ardour5_Add_Files_To_Region_List.png b/content/starting-sessions/importing-audio/en/Ardour5_Add_Files_To_Region_List.png new file mode 100644 index 0000000..6cb6453 Binary files /dev/null and b/content/starting-sessions/importing-audio/en/Ardour5_Add_Files_To_Region_List.png differ diff --git a/content/starting-sessions/importing-audio/index.en.md b/content/starting-sessions/importing-audio/index.en.md new file mode 100644 index 0000000..a3e6f8e --- /dev/null +++ b/content/starting-sessions/importing-audio/index.en.md @@ -0,0 +1,148 @@ ++++ +title = "Importing audio" +chapter = false +weight = 4 +#pre = "1. " ++++ + +Sections of audio are known as **Regions** in Ardour. A Region can be an +entire sound file or a portion of it. Here you will learn how to import +audio files from the hard drive of your computer so they can be used in +your Ardour session. + +To import an audio file into your session, you will use the *Add existing media* +dialog. Use the shortcut **Ctrl+I** to get to this window, or alternatively go +to the `Session > Import` menu). + +On the left side of this dialog +you will see a file browser which allows you to search your hard drive +for appropriate sound files to add (preferably, start with a common file +format, such as WAV or AIFF). + +![Add Media](en/Ardour5_Add_Existing_Media.png) + +At the lower left corner there is a menu +which indicates how these files will be added. "*Add files as new +tracks*" will import audio files and place them on a newly created +track. "*Add files to region list*" will simply import audio files into +the Region List, without creating any new tracks. **Choose this option +now**, as we don't want Ardour to create any tracks at this point. + +![Add Media](en/Ardour5_Add_Files_To_Region_List.png) + +{{% notice tip %}} +If you do not have any suitable audio files on your hard drive to follow these +steps, visit [freesound.org](http://www.freesound.org/)), where you can find a +large collection of Public Domain and Creative Commons–licensed samples in a +variety of sample rates and formats. +{{% /notice %}} + +On the right side of the **Add existing media** dialog you will see a +section allowing you to inspect the properties of the file you selected. +Here you will see the name, number of channels, sample rate, format and +length of the sound file, along with any tags you have chosen to add to +the file. + +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). + +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 +is safer, but it uses more disk space. If you +uncheck this option (not recommended!), Ardour will use the sound file from its current location on +the hard drive. In this case, if the file is moved to a new location on +the hard drive, you will run into trouble, because Ardour won't be able +to find it the next time you open this session. **It is highly recommend +that you leave this box checked ("Copy files to session")**. + +Click **OK** to proceed. + +{{% notice tip %}} +The file(s) you have imported will appear listed in your Region List. The Region List is located at the far right of the editor window. If you don't see it, make sure "*Show Editor List*" is checked under the "*View*" menu. +{{% /notice %}} + +![Editor List](en/Ardour4_RegionList_EditorList.png) + +{{% notice tip %}} +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. +{{% /notice %}} + +![Region List](en/Ardour4_Import_To_Region_List.png) + +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. + +![Toaster](en/Ardour4_Region_List_Stereo_File.png) + +By dragging and dropping an audio file listed on the Region List onto the Main Canvas, you can insert +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. + +Release the mouse-click to complete the drag-and-drop operation. The +Region will be inserted at the exact time point where you dropped it. + +{{% notice tip %}} +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 +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 +click in the empty space right before or after the name. +{{% /notice %}} + + +Important: always make sure you are placing Stereo Regions on Stereo +Tracks. If you drag a Stereo file onto a Mono Audio Track, only the left +channel will be used. In the screenshot below, a stereo file with very +distinct left and right channels was dragged onto a Stereo Track and a +Mono Track. Notice that in the Mono Track only the left channel is +displayed (and played back).  + +![Stereo Mono](en/Ardour4_Stereo_Mono_Comparison.png) + +### Importing Audio Directly to a Track + +As mentioned earlier, the **Add existing media** dialogue also allows you +to import audio files directly onto tracks. + +Choose **Add files: as new tracks** in order to automatically create +a new track and add the selected file to it. The track will be named +after the sound file name. + +![Add as New Tracks](en/Ardour4_Add_As_New_Track.png) + +If you have previously selected one or more tracks, the menu will display the +additional option **Add files: to selected tracks** in order to add a sound +file into the already existing selected track. + +When adding files as new tracks, note that the **Mapping** options lets you choose between **one track per channel** or **one track per file**. For the purpose of this tutorial, choose **one track per file**, otherwise the left and right channels of a Stereo file will be split into two separate tracks. + +#### Choose Insert Point + +When using either one of the options above ("add as new track" or "add to selected tracks"), +you should also specify where in the track you want the +new Region to be placed. In the screenshot below, we are choosing +"*session start*". + +![Insert At](en/Ardour4_Insert_At.png) + +The Region appears in a new track in the session. The new track +automatically receives the name of the imported sound file. + +The sound file will also appear in the Region List so that it can be +inserted into other tracks as well (drag and drop). + +### Remove Regions from Tracks + +To remove a region from a track, one can select it with the mouse and +use the *Cut* function from the menu, the *Control* (or *Apple*) key and +the *X* key, the *Delete* key or the key combination of *fn* and +*Backspace* (which is used, for example, on a laptop keyboard that does +not have a proper *Delete* key). + +{{% notice warning %}} +**Save your work often!** The shortcut "Control" + "S" is your friend. Use it a lot, all the time. +{{% /notice %}} + +Continuing +---------- + +At this point, you may wish to add some new material to your Session by +**Recording Audio** in the following chapter, or you may want to skip +directly ahead to the **Editing Sessions** section to learn how to +arrange the Regions you have Imported into a composition. + +Next: [RECORDING AUDIO](../recording-audio) or [ARRANGING TRACKS](../arranging-tracks) diff --git a/content/starting-sessions/recording-audio/en/Ardour4_Arming_The_Track.png b/content/starting-sessions/recording-audio/en/Ardour4_Arming_The_Track.png new file mode 100644 index 0000000..30d6766 Binary files /dev/null and b/content/starting-sessions/recording-audio/en/Ardour4_Arming_The_Track.png differ diff --git a/content/starting-sessions/recording-audio/en/Ardour4_Audio_1_input.png b/content/starting-sessions/recording-audio/en/Ardour4_Audio_1_input.png new file mode 100644 index 0000000..c7cd275 Binary files /dev/null and b/content/starting-sessions/recording-audio/en/Ardour4_Audio_1_input.png differ diff --git a/content/starting-sessions/recording-audio/en/Ardour4_Clipping.png b/content/starting-sessions/recording-audio/en/Ardour4_Clipping.png new file mode 100644 index 0000000..baa5a01 Binary files /dev/null and b/content/starting-sessions/recording-audio/en/Ardour4_Clipping.png differ diff --git a/content/starting-sessions/recording-audio/en/Ardour4_Editor_Mixer_Input.png b/content/starting-sessions/recording-audio/en/Ardour4_Editor_Mixer_Input.png new file mode 100644 index 0000000..a9623a1 Binary files /dev/null and b/content/starting-sessions/recording-audio/en/Ardour4_Editor_Mixer_Input.png differ diff --git a/content/starting-sessions/recording-audio/en/Ardour4_Recording.png b/content/starting-sessions/recording-audio/en/Ardour4_Recording.png new file mode 100644 index 0000000..d38256e Binary files /dev/null and b/content/starting-sessions/recording-audio/en/Ardour4_Recording.png differ diff --git a/content/starting-sessions/recording-audio/en/Ardour4_RegionList_Recording.png b/content/starting-sessions/recording-audio/en/Ardour4_RegionList_Recording.png new file mode 100644 index 0000000..e4a0ea3 Binary files /dev/null and b/content/starting-sessions/recording-audio/en/Ardour4_RegionList_Recording.png differ diff --git a/content/starting-sessions/recording-audio/en/Ardour4_Rename_Track.png b/content/starting-sessions/recording-audio/en/Ardour4_Rename_Track.png new file mode 100644 index 0000000..a6b0cd4 Binary files /dev/null and b/content/starting-sessions/recording-audio/en/Ardour4_Rename_Track.png differ diff --git a/content/starting-sessions/recording-audio/index.en.md b/content/starting-sessions/recording-audio/index.en.md new file mode 100644 index 0000000..a5ddabe --- /dev/null +++ b/content/starting-sessions/recording-audio/index.en.md @@ -0,0 +1,181 @@ ++++ +title = "Recording audio" +chapter = false +weight = 5 +#pre = "1. " ++++ + +Besides Importing Audio, another way to create Regions in your Ardour +session is to *record* new audio. + +The source of this audio could be the line or microphone inputs of your audio +interface, or it could even be sound originating from other applications on your +computer which have been connected to Ardour via JACK. Please see the section on +**Routing** for more details. + +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/Ardour4_Editor_Mixer_Input.png) + +First, you should check that the proper inputs have been routed to the +track you wish to record to. + +1. Select the track by clicking on the empty space just below its name and volume slider. +2. The Track becomes highlighted. +3. The vertical strip **Editor Mixer** located on the left side of the Editor window should now show the Track you just selected +(*Audio 1* in the image above). +4. Just below the Track name in the Editor Mixer you will find a button that allows you to +edit the Routing. +5. Click on that button to investigate the Routing. + +{{% notice note %}} +If you don't see the Editor Mixer strip, use the **Shift + E** shortcut to make it appear. +{{% /notice %}} + +In the next image you can see that the only input of this Mono Track is +receiving signal from *system capture_1*. This normally means the first +microphone input of your soundcard. The actual names of the connections on your personal computer may be different depending on a number of factors, including whether you are using a Mac, 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/Ardour4_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 +destination. The green dot represents a connection. + +The **Ardour** tabs show the connections that can be made from other +sources within Ardour. The **Other** tab displays audio connections +available from software other than Ardour. The **Hardware** tab shows +hardware connections (for example, the built-in microphone of your +computer or the inputs from your sound card). This will be explained in more detail in the +**Understanding Routing** chapter.  + +For the purpose of this chapter, simply make sure that system capture_1 +(or equivalent in your computer) from Hardware tab is connected to the track you want to use so that we can do +a test recording. If you don't see a green dot as in the screenshot +above, click on the matrix to make the connection manually. You can now +close this window. + +{{% notice note %}} +The example above assumes you are recording a Mono sound source +onto a Mono Track. If you want to record in Stereo, the instructions are +pretty much the same, but you should create a Stereo Track. You should +then see two green dots, one for capture_1 and another for capture_2. +{{% /notice %}} + +### Arming the Track + +*Please be sure to first turn down the volume of your loudspeakers before the next step.* + +"Arming the Track" is simply to get it ready for recording. Once you +have 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/Ardour4_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 Mixer or on the horizontal Track +strip. + +If you are using headphones, you should be able to hear ("monitor") the sounds being recorded. If you are using loudspeakers, be sure to turn their volume down to avoid feedback. + +{{% notice note %}} +Unless you have told Ardour to do otherwise, the input being +recorded will be monitored (in other words, heard) via +the **Audition** output. If you are not using headphones to monitor the +recording process, you may get some loud feedback at this point! +{{% /notice %}} + +### Arm Ardour and Start Recording + +Now that you have armed the Track to record, you must arm Ardour itself +to record by clicking on the big red button in the **Transport menu**. +The button will blink in red, indicating that Ardour is ready to record. +To start 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/Ardour4_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 allows you to play, sing or speak along with other +Regions and Tracks you have already recorded or embedded in your +Session. + +While recording, you will be able to see the **Levels** (the amplitude +in Decibels) of the incoming sound, as well as see the **Peaks** of the +**Waveform** appearing as it is recorded. + +### Avoid Clipping + +The audio in the screenshot below was recorded too loud and produced +**Clipping** (in other words, the signal recorded was outside the bounds +of what could be represented digitally), which results in a loss of +information and audible distortion. The clipped peaks in the waveform +are marked in red. + +![Clipping](en/Ardour4_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 can can move the microphone further away from the sound +being recorded or use a mixer to reduce the volume of the incoming +signal.  + +When the audio signal has been recorded within proper limits, you should +see no red Peaks, and the level meter should show a negative number as +maximum peak (for example, a maximum peak of around −3.0 Decibels allows +for a comfortable distance from the Clipping Point.) + +The range of decibels between the region's maximum Peak and the Clipping +Point is commonly referred to as **Headroom**. It is common recording +practice to keep approximately three to six Decibels of Headroom between +the maximum of your signal and the Clipping Point, with the Clipping +Point itself being represented as 0dB (zero Decibels). In other words, +an audio region with a comfortable amount of Headroom would have its +maximum Peaks between −6dB and −3dB. + +### Region List + +Recorded audio appears as a new Region in the recording Track. Like all +Regions, this newly recorded one will be available in the Region List, +from where you can drag-and-drop it into other Tracks if needed. + +The Region you just recorded will automatically receive the name of the +Track 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/Ardour4_RegionList_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 recording vocals can be named "Voice". This way, recorded sound +files will be named accordingly, and different takes will appear in the +Regions List identified as "Voice-1", "Voice-2", etc, rather than the +default generic names, 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/Ardour4_Rename_Track.png) + +{{% notice tip %}} +Did we mention how important it is to **save your work often?** Hit **Ctrl + S** right now. Get in the habit of hitting it every few minutes. +{{% /notice %}} + +Continuing +---------- + +At this point, you may want to skip directly ahead to the [**Arranging Tracks**](../arranging-tracks) section +to learn how to arrange the Regions +into a composition. If you plan on doing more complicated 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**](../understanding-routing) chapter. + +Next: [ARRANGING TRACKS](../arranging-tracks) or [UNDERSTANDING ROUTING](../understanding-routing) diff --git a/content/starting-sessions/routing-between-applications/en/Ardour4_Hydrogen.png b/content/starting-sessions/routing-between-applications/en/Ardour4_Hydrogen.png new file mode 100644 index 0000000..3150106 Binary files /dev/null and b/content/starting-sessions/routing-between-applications/en/Ardour4_Hydrogen.png differ diff --git a/content/starting-sessions/routing-between-applications/en/Ardour4_YouTube_1.png b/content/starting-sessions/routing-between-applications/en/Ardour4_YouTube_1.png new file mode 100644 index 0000000..11f641c Binary files /dev/null and b/content/starting-sessions/routing-between-applications/en/Ardour4_YouTube_1.png differ diff --git a/content/starting-sessions/routing-between-applications/en/Ardour4_YouTube_2.png b/content/starting-sessions/routing-between-applications/en/Ardour4_YouTube_2.png new file mode 100644 index 0000000..3b0d5bd Binary files /dev/null and b/content/starting-sessions/routing-between-applications/en/Ardour4_YouTube_2.png differ diff --git a/content/starting-sessions/routing-between-applications/en/Ardour4_YouTube_3.png b/content/starting-sessions/routing-between-applications/en/Ardour4_YouTube_3.png new file mode 100644 index 0000000..fbff71f Binary files /dev/null and b/content/starting-sessions/routing-between-applications/en/Ardour4_YouTube_3.png differ diff --git a/content/starting-sessions/routing-between-applications/en/Ardour4_YouTube_4.png b/content/starting-sessions/routing-between-applications/en/Ardour4_YouTube_4.png new file mode 100644 index 0000000..f62f686 Binary files /dev/null and b/content/starting-sessions/routing-between-applications/en/Ardour4_YouTube_4.png differ diff --git a/content/starting-sessions/routing-between-applications/index.en.md b/content/starting-sessions/routing-between-applications/index.en.md new file mode 100644 index 0000000..db59bd1 --- /dev/null +++ b/content/starting-sessions/routing-between-applications/index.en.md @@ -0,0 +1,99 @@ ++++ +title = "Routing between applications" +chapter = false +weight = 7 +#pre = "1. " ++++ + +Sometimes you may need to record the audio output of another program into Ardour (for example, the sound of a +YouTube video playing in Firefox, or the output of SuperCollider or PureData). This chapter shows how to accomplish that. + +The examples on this page were created on a computer running Ubuntu +Linux. Beware that things may work differently if you are on another OS +(in particular if you are using a Mac, in which case you will be using +JackPilot). The general principles are always the same, though. + +### From your browser to Ardour + +Web browsers (Firefox, Chromium, etc) are not JACK-aware applications. +Luckily, systems such as KXStudio and UbuntuStudio come with a bridge +application between regular system audio (like PulseAudio) and JACK. This +tutorial assumes you are using a computer with this bridge already +running and working. + +The overall steps to record audio from YouTube (or any other sound +coming from your browser) into Ardour are: + +1. Create a Stereo Track in Ardour +2. Disconnect Hardware sources from Track inputs +3. Connect PulseAudio Jack Sink to Track inputs +4. Start recording into the Track +5. Start playing the YouTube video + +For this example, a new session was created with a new Stereo Track +named "*Firefox*": + +![YouTube 1](en/Ardour4_YouTube_1.png) + +Then we select the Track and click on the Inputs button on the Editor +Mixer strip. In the screenshot above, it's the button just below the track name ("*Firefox*") in the Editor Mixer +strip (it shows only a "-" (dash)in the example above, meaning that there are no connections made yet). We are presented with the Patchbay window specific to that +Track's inputs. + +First thing to do is to disconnect any microphone inputs from that track +("*system capture*"), if any. After disconnecting, this part of matrix +for the "*Firefox*" Track should look like this (no green dots): + +![YT 2](en/Ardour4_YouTube_2.png) + +Next step is to change tabs in this same window. Choose "*Other*" as the +source. This is where you will find other running applications that can +be sound sources to Ardour. On a Linux computer with PulseAudio Jack +bridge, you will see "*PulseAudio JACK Sink*" as a source. Click on the +appropriate empty squares to create connections (green dots) between +"*front-left*" and "*front-right*" to the Left and Right inputs of the +"*Firefox*" Track. It should eventually look like this: + +![YT 3](en/Ardour4_YouTube_3.png) + +Now you are ready to go. Simply follow the same recording procedures +explained in the **Recording Audio** chapter: record-enable (arm) the +Track (small red circle on the track), arm Ardour to record (big red +button; it starts blinking), then hit the Play button. Go back to your +browser and start playing the YouTube video. + +![YT 4](en/Ardour4_YouTube_4.png) + +### From JACK-aware applications to Ardour + +Other music software like SuperCollider, Hydrogen, and PureData are +JACK-aware. This means they will show up directly as source and +destination options in Ardour's Audio Connection Manager. You don't need +to worry about any PulseAudio / Jack bridge as in the YouTube example +above. + +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/Ardour4_Hydrogen.png) + +The screenshot above was taken while recording a drum pattern from +Hydrogen directly into an Ardour track named "*from Hydrogen*". +Hydrogen's window is on the right. Ardour's Patchbay window was left +open for demonstration: notice that the application "*Hydrogen*" shows +up as a source under the "*Other*" tab. It is connected directly to the +inputs of the track. Also notice that SuperCollider (another jack-aware +application) happened to be open at the same time, though its window is +not visible in this screenshot. SuperCollider provides 8 default sound +outputs, all of which show up as potential sources in Ardour's Patchbay. + + +Continuing +---------- + +This concludes the **Getting Started** chapters. 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](../arranging-tracks) diff --git a/content/starting-sessions/setting-up-the-timeline/en/Ardour6_Clock_Units.png b/content/starting-sessions/setting-up-the-timeline/en/Ardour6_Clock_Units.png new file mode 100644 index 0000000..f0eccb4 Binary files /dev/null and b/content/starting-sessions/setting-up-the-timeline/en/Ardour6_Clock_Units.png differ diff --git a/content/starting-sessions/setting-up-the-timeline/en/Ardour6_Overview_Rulers.png b/content/starting-sessions/setting-up-the-timeline/en/Ardour6_Overview_Rulers.png new file mode 100644 index 0000000..7392738 Binary files /dev/null and b/content/starting-sessions/setting-up-the-timeline/en/Ardour6_Overview_Rulers.png differ diff --git a/content/starting-sessions/setting-up-the-timeline/en/Ardour6_Snap_Options_and_Nudge_Controls.png b/content/starting-sessions/setting-up-the-timeline/en/Ardour6_Snap_Options_and_Nudge_Controls.png new file mode 100644 index 0000000..1a0af7a Binary files /dev/null and b/content/starting-sessions/setting-up-the-timeline/en/Ardour6_Snap_Options_and_Nudge_Controls.png differ diff --git a/content/starting-sessions/setting-up-the-timeline/en/Ardour6_Timecode.png b/content/starting-sessions/setting-up-the-timeline/en/Ardour6_Timecode.png new file mode 100644 index 0000000..b5b5ba3 Binary files /dev/null and b/content/starting-sessions/setting-up-the-timeline/en/Ardour6_Timecode.png differ diff --git a/content/starting-sessions/setting-up-the-timeline/index.en.md b/content/starting-sessions/setting-up-the-timeline/index.en.md new file mode 100644 index 0000000..ba95042 --- /dev/null +++ b/content/starting-sessions/setting-up-the-timeline/index.en.md @@ -0,0 +1,97 @@ ++++ +title = "Setting up the timeline" +chapter = false +weight = 2 +#pre = "1. " ++++ + +Because different users will want to use Ardour for different tasks, the +way time is measured in the application can be changed. + +Users creating audio plays, documentaries, reportages or soundscapes may wish to use +**Minutes** and **Seconds**, for example, while those recording bands or +producing electronic music will most likely use **Bars** and **Beats**. +Video producers will find a frames-per-second **Timecode** handy, while +those wishing for extreme precision may even want to use **Samples**. +All of these can be viewed in Ardour and used as a means to organize +your regions and edits. + +Primary and Secondary Clocks +---------------------------- + +There are two clocks near the top of the **Editor Window** which can +display the time in a number of formats: *Timecode*, *Bars:Beats*, +*Minutes:Seconds* and *Samples*. Right-click to change the format of +each of the two clocks. + +![Clock Units](en/Ardour6_Clock_Units.png) + +These are called the transport clocks. The left one is the primary +transport clock and the right one is the secondary transport clock. The +advantage of having two transport clocks is that you see the playhead +position in two different time units without having to change any +settings. + +To the right of these two clocks you see the "mini-timeline", also called "navigation timeline". Check the Ardour Manual for more informaion on [clocks](http://manual.ardour.org/ardours-interface/using-ardour-clock-displays/) and the [mini-timeline](https://manual.ardour.org/ardours-interface/mini-timeline/). + +Snap Modes +---------- + +The **Snap Mode** menus are found just below the Clocks to the right. +They control the amount **Quantization** of the time grid, i.e., the +amount of "snap" an audio **Region** has to the type of grid you have +chosen. + +![Snap](en/Ardour6_Snap_Options_and_Nudge_Controls.png) + +When *No Grid* is selected, Regions may be moved freely around within +the Tracks. When *Grid* is selected, Regions will "snap" to the nearest +**Grid Point**. When *Magnetic* is selected, Regions can be moved freely +but will "snap" to a Grid Point when they are moved very close to one. + +The middle **Units** menu is used to select what the Grid Points will +be, such as Beats, Bars, Marks, Minutes, Seconds, various aspects of the +SMPTE Timecode, or the edges of Regions.  + +Timeline +-------- + +The **Timeline** is located below the Snap Mode menus, just above the +Main Canvas. By Right-Clicking on the Timeline labels (i.e., right-click on the left-side area where the words "Timecode, Bar:Beats, Meter" etc are displayed), you can set the check boxes to show or hide the different types of time information. + +![Timeline](en/Ardour6_Overview_Rulers.png) + +### Minutes/Seconds + +To view Minutes and Seconds on the Timeline, right-click the Timeline labels +and select **Mins:Secs**. + +### Bars/Beats + +To view Bars and Beats on the Timeline, right-click the Timeline and +select **Bars & Beats**. + +It is possible to set a **Meter** and **Tempo** for the entire Ardour +session, as well as to change them at different points in the same +session. For more information on this, please see the **Setting Up the +Meter** chapter. + +### Timecode + +To work with SMPTE video Timecode, first you need to set the **Timecode +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)*.* + +![Timecode](en/Ardour6_Timecode.png) + +Once you have done that, make sure you make the Timecode ruler visible +by right-clicking in the Timeline and checking the *Timecode* box. + +Continuing +---------- + +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](../creating-a-track-or-bus) diff --git a/content/starting-sessions/starting-a-session/en/Ardour6_Session_Audio_MIDI_Setup.png b/content/starting-sessions/starting-a-session/en/Ardour6_Session_Audio_MIDI_Setup.png new file mode 100644 index 0000000..0997fc9 Binary files /dev/null and b/content/starting-sessions/starting-a-session/en/Ardour6_Session_Audio_MIDI_Setup.png differ diff --git a/content/starting-sessions/starting-a-session/en/Ardour6_Session_Setup_2.png b/content/starting-sessions/starting-a-session/en/Ardour6_Session_Setup_2.png new file mode 100644 index 0000000..c0291bd Binary files /dev/null and b/content/starting-sessions/starting-a-session/en/Ardour6_Session_Setup_2.png differ diff --git a/content/starting-sessions/starting-a-session/index.en.md b/content/starting-sessions/starting-a-session/index.en.md new file mode 100644 index 0000000..7a6ba4c --- /dev/null +++ b/content/starting-sessions/starting-a-session/index.en.md @@ -0,0 +1,51 @@ ++++ +title = "Starting a session" +chapter = false +weight = 1 +#pre = "1. " ++++ + +Ardour groups your work in **Sessions**. A Session is a group of +**Tracks** which eventually may be mixed down into a single Mono, Stereo +or multi-channel sound file. Sessions are essentially projects; all your +data is saved in a single Session folder. + +When you start Ardour, you are asked if you want to start a new Session +or open an existing one. When creating a new Session you must choose a +name for it. + +{{% notice tip %}} +Avoid using any characters other than letters and numbers when naming your session. Avoid 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. Once you have created your Ardour session, do **not** manually rename any folders or files that belong to the Session. +{{% /notice %}} + +You also need to tell Ardour where you would like the +Session folder to be stored. + +When you are ready, click '*Open*'. Ardour +will create the new Session and then open it. + +![New Session](en/Ardour6_Session_Setup_2.png) + +Depending on the sound settings of your computer, you may see a window like this before your session launches: + +![New Session Set-Up](en/Ardour6_Session_Audio_MIDI_Setup.png) + +The main options are: + +**Audio System** — probably your computer's default audio system (ALSA for Linux, CoreAudio for Mac, etc), or JACK if you are on Linux and have it installed. + +**Device** — it's either your built-in sound card, or an external sound card if you have one (such as a USB interface). + +**Sample Rate** — 48K or 44.1K are common choices. + +To create an Ardour session after Ardour has already started, select +`Session > New` in the menu. + +Continuing +---------- + +Once you've started a Session, you will most likely want to learn about +setting up the timeline to match the kind of musical meter or other +timeframe which you will use. 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" +featherlight = false ++++ + +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 important part inside Ardour itself. Examples of using routing inside +Ardour include routing audio from Tracks to the Master Bus or to other +Busses, creating 'sends', routing the outputs from Busses to the Master +Bus, etc. (see chapter on **Creating a Track** for an explanation of +Tracks and Busses). All routing, both internal and external to Ardour, +is handled by JACK. + +### Routing in Ardour + +The standard routing of inputs, tracks and busses in Ardour is +determined when a new Session is created in the Advanced Options of the +New Session dialog box (see **Starting a Session** chapter). By default, +the routing is as follows: + +- The audio device inputs are routed to the Track inputs. +- All outputs from Tracks and Busses are routed to the master bus + inputs. +- The Master Bus outputs are routed to the audio device outputs. + +Note that when a new Bus is created, nothing is routed to its input. + +This routing setup makes sense for sessions containing only Tracks, but +to make use of any Busses (other than the Master Bus) or to get creative +with the paths of the audio signals inside Ardour, we need to be able to +change the routing. + +The Audio Connection Manager window (also known as the patchbay) is the +main way to make connections to, from ,and within Ardour's mixer. You +can open this window with the shortcut "*Alt*" + "*N*", or through the +menu *Window > Audio Connections*. + +![Audio Connection Manager](en/Ardour4_Audio_Connection_Manager_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 sources are displayed vertically on the left side, and the +destinations are displayed horizontally at the bottom. + +In the screenshot below, notice that the "*Hardware*" tab is selected on +the top left (that's a source), and the "*Ardour Tracks*" is selected as +a destination 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/Ardour4_Audio_Connection_Manager_1.png)  + +The green dots represent a connection. The screenshot above tells us +that incoming sounds from "*system: capture\_1*" (the first input source +of your soundcard, or the built-in microphone of your laptop) are going +into Ardour track named "*Audio 1*", and also that incoming sounds from +"*system: capture\_1*" and "*system: capture\_2*" are respectively going +into the Left and Right inputs of Ardour track named "*Audio 2.*" + +Notice we can see that "*Audio 1*" is a Mono track because it only has +one connection slot, while track "*Audio 2*" is Stereo since it has two +slots (Left and Right). + +The next screenshot shows the signal path from Ardour Tracks (selected +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/Ardour4_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: 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**. + +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 loudspeakers or headphones): + +![ACM 3](en/Ardour4_Audio_Connection_Manager_3.png) + +As you can see, the selected source tab is now "*Ardour Busses*", and +the destination tab is "*Hardware*". This session happens to have only +one bus, the default "master out". The green dots show that all sounds +coming out of the Master Bus are going to system playback 1 and 2, which +are the outputs of your soundcard. + +### How to connect and disconnect? + +To make a connection, click on the desired empty square in the matrix; a +green dot will appear to indicate the connection is made. + +To undo a connection, simply click on an existing green dot and it will +disappear. + +### Practical example of routing to a bus + +In the following example session, there are two guitar Tracks and one +unused Bus called Guitar Bus, all Stereo. + +![ACM 4](en/Ardour4_Ardour_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 both guitars with just one Fader (in this case the Guitar Bus +fader). Then the output of the Guitar Bus, which is the sum of the two +guitars, goes directly to the Master Bus. + +Here is how to edit the patchbay to get the desired routing. Select +"Ardour Tracks" tab from Sources (vertical tabs), and "Ardour Busses" +from 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/Ardour4_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 its turn, routed to the Master Bus (the output routing of a +Bus is edited in the same way as for a Track), so that we can still hear +the sound from both guitar Tracks. Now we can control the volume of both +guitar Tracks together by changing the Fader of the Guitar Bus. What's +more, we can now add Plugins to the Guitar Bus to process the sound of +both guitar Tracks together. + +### Track- or Bus-specific views of the Patchbay + +The Audio Connection Manager (Patchbay) that you open with **Alt + P** shows you +the complete matrix of every single source and every single destination +available in Ardour. Sometimes this is too much: you just want to quickly change +the routing of a single track input or output, for example. Ardour allows you to +access a relevant subset of Patchbay connections when you click directly on the +Inputs or Outputs button of a Track or Bus in the Mixer Strip. + +The Inputs button is at the top, and the Outputs button is on the bottom 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/Ardour4_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 Inputs +or Outputs of the selected Track or Bus. + +### All Ardour connections are JACK connections + +It is important to realize that any routings that you make or disconnect +from within Ardour are in fact JACK routings, which you can see from +other applications like Qjackctl, Catia, or JackPilot, 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) + +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 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](../routing-between-applications) or [ARRANGING TRACKS](../arranging-tracks) + + +  diff --git a/layouts/partials/logo.html b/layouts/partials/logo.html new file mode 100644 index 0000000..5a65b58 --- /dev/null +++ b/layouts/partials/logo.html @@ -0,0 +1,23 @@ + diff --git a/static/images/Ardour6.png b/static/images/Ardour6.png new file mode 100644 index 0000000..d8819a4 Binary files /dev/null and b/static/images/Ardour6.png differ diff --git a/themes/hugo-theme-learn b/themes/hugo-theme-learn new file mode 160000 index 0000000..e817f53 --- /dev/null +++ b/themes/hugo-theme-learn @@ -0,0 +1 @@ +Subproject commit e817f53d690d35f181c896e0e320cb40f797e88c