diff --git a/content/getting-started/overview-of-the-interface/cue-window/en/ardour7-cue-window-sections.png b/content/getting-started/overview-of-the-interface/cue-window/en/ardour7-cue-window-sections.png new file mode 100644 index 0000000..18b9061 Binary files /dev/null and b/content/getting-started/overview-of-the-interface/cue-window/en/ardour7-cue-window-sections.png differ diff --git a/content/getting-started/overview-of-the-interface/cue-window/en/ardour7-linear-and-nonlinear.png b/content/getting-started/overview-of-the-interface/cue-window/en/ardour7-linear-and-nonlinear.png new file mode 100644 index 0000000..8f8936b Binary files /dev/null and b/content/getting-started/overview-of-the-interface/cue-window/en/ardour7-linear-and-nonlinear.png differ diff --git a/content/getting-started/overview-of-the-interface/cue-window/index.en.md b/content/getting-started/overview-of-the-interface/cue-window/index.en.md index 89b74b1..62f1bcd 100644 --- a/content/getting-started/overview-of-the-interface/cue-window/index.en.md +++ b/content/getting-started/overview-of-the-interface/cue-window/index.en.md @@ -6,7 +6,41 @@ weight = 4 #pre = "1. " +++ -TODO +The _Cue_ window provides tools to set up live performance using Ardour. We are not going to use _Cue_ in this tutorial, so this is just a quick overview to give you a basic idea what all this is about. + +## User interface elements + +The user interface is pretty much standard for this type of a feature set. + +{{< figure src="en/ardour7-cue-window-sections.png" alt="" >}} + +Here are the main UI parts: + +1. A grid of clip launchers +2. A browser for reusable clips +3. Clip settings + +From left to right you get tracks that contain clips (not visible on the timeline when you switch to the _Editor_ window). From top to bottom you get 8 rows called scenes, _A_ to _H_. + +The browser on the right allows easily dropping pre-recorded clips onto clip slots for playback. You can use both audio and MIDI clips. Dropping a clip on the empty space will create a new track and automatically fill the first slot (scene _A_) with that clip. + +Settings below allow customizing how a clip is played, whether it is stretched to match certain bpm value, whether it triggers playback of a certain other clip etc. + +## Non-linear workflow + +Working with clip launchers is commonly referred to as non-linear workflow, because it is based on looped playback of pre-recorded clips where you don't have to go from scene A to scene H directly. + +You can set up your clip launchers in a way that a clip in a scene B will play 4 times, trigger a clip in scene A that will play 2 times, then jump to clip C and play it 6 times, then go back to clip B, which will repeat the entire cycle again and again until you stop it manually. And all that without ever pressing the **Play** button in the transport to play a composition from start to finish. + +## Combining linear and non-linear workflows + +While you can play an entire song live without ever getting out of the _Cue_ window — especially when you have a hardware grid controller and all pre-recorded clips you might need — you can integrate clip launchers into regular linear workflow in the _Editor_ window. + +Here is a simple example of that: + +{{< figure src="en/ardour7-linear-and-nonlinear.png" alt="Combining linear and non-linear workflow" >}} + +Ardour plays two bars of a regular MIDI track that uses a sampled instrument, then launches scene A at bar 3, scene B at bar 4, and stops all scenes at bar 5. You can trigger and stop scenes at any time in your otherwise linear project, as many times as you like. ## Continuing