Fixes (markup etc.)

This commit is contained in:
Alexandre Prokoudine 2022-04-24 23:36:00 +03:00
parent 873850ee3b
commit d6f6e4de18
10 changed files with 135 additions and 90 deletions

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@ -4,18 +4,18 @@ chapter = false
weight = 7
+++
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.
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.
![Ardour Edit Modes](en/Ardour6_Edit_Modes_Cursor_Modes.png)
{{< figure alt="Ardour Edit Modes" src="en/Ardour6_Edit_Modes_Cursor_Modes.png" >}}
## Edit Modes
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:
The drop-down _Edit_ mode menu contains three options:
**Slide mode**
: This is the standard mode. It allows you to freely drag regions around
@ -37,7 +37,7 @@ We will only use the _Slide_ edit mode in this tutorial.
## Cursor Modes
### Grab Mode
![G](en/ardour7-grab-edit-mode.png)
{{< figure alt="G" src="en/ardour7-grab-edit-mode.png" >}}
This cursor mode (**G** shortcut) allows you to select or move objects such as
regions and breakpoints (in an automation curve). When this cursor mode is
@ -45,7 +45,7 @@ selected, your cursor pointer will look like a little hand icon.
### Range Mode
![R](en/ardour7-range-edit-mode.png)
{{< figure alt="R" src="en/ardour7-range-edit-mode.png" >}}
This cursor mode (**R** shortcut) allows you to click and drag to define or
resize time ranges.  When this cursor mode is selected, your cursor pointer will
@ -54,7 +54,7 @@ tracks, depending on the selection of your tracks.
### Cut Mode
![C](en/ardour7-cut-edit-mode.png)
{{< figure alt="C" src="en/ardour7-cut-edit-mode.png" >}}
Use this cursor mode (**C** shortcut) to split regions into smaller regions. The
cursor turns into the shape of scissors. This allows you to point and click on a
@ -70,7 +70,7 @@ be set to _Mouse_.
### Audition Mode
![Audition](en/ardour7-audition-edit-mode.png)
{{< figure alt="Audition" src="en/ardour7-audition-edit-mode.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
@ -84,7 +84,7 @@ Simply select a region and hit the shortcut key **H**.
### Stretch/Shrink Region
![T](en/ardour7-stretch-shrink-edit-mode.png)
{{< figure alt="T" src="en/ardour7-stretch-shrink-edit-mode.png" >}}
This cursor mode (**T** shortcut) allows you to drag and resize the duration of
an entire region without changing the pitch. This is sometimes called "time
@ -94,12 +94,12 @@ selected, your cursor pointer will look like a diagonal arrow.
### Draw Mode
![D](en/ardour7-draw-edit-mode.png)
{{< figure alt="D" src="en/ardour7-draw-edit-mode.png" >}}
This mode (**D** shortcut) has 4 use cases:
1. Drawing new automation points (automation will be discussed in detail in the
chapter [Using Automation](../../mixing-sessions/using-automation/)).
[Using Automation](../../mixing-sessions/using-automation/) chapter).
2. Drawing new MIDI regions.
3. Drawing new MIDI notes in MIDI regions.
4. Editing existing MIDI notes and automation points when a region is
@ -115,7 +115,7 @@ length, MIDI channel, and velocity.
### Internal Edit Mode
![E](en/ardour7-internal-edit-mode.png)
{{< figure alt="E" src="en/ardour7-internal-edit-mode.png" >}}
Use this mode (**E** shortcut) to edit existing automation points or MIDI notes.

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@ -25,18 +25,18 @@ have the ability to separate them later, use _Consolidate Range_ option.
Simply select all the regions you want to combine:
![combine](en/ardour7-combine-regions-1.png)
{{< figure alt="combine" src="en/ardour7-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/ardour7-combine-regions-2.png)
{{< figure alt="combine2" src="en/ardour7-combine-regions-2.png" >}}
The combined regions will look like this (note the word "compound"
appended to the name):
![combine4](en/ardour7-combine-regions-3.png)
{{< figure alt="combine4" src="en/ardour7-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_.
@ -60,7 +60,7 @@ 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/ardour7-consolidate-range-1.png)
{{< figure alt="consolidate" src="en/ardour7-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
@ -69,7 +69,7 @@ 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/ardour7-consolidate-range-2.png)
{{< figure alt="consolidate2" src="en/ardour7-consolidate-range-2.png" >}}
## Duplicating the Range
@ -83,7 +83,7 @@ Go back to _Grab_ mode (**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/ardour7-multi-duplicate.png)
{{< figure alt="multi-dup" src="en/ardour7-multi-duplicate.png" >}}
Just for review, other options you could have used for duplication are:

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@ -14,7 +14,7 @@ menu.
This section describes a few of the most commonly used operations
accessible from these menus.
![Region menu](en/ardour7-region-menu.png)
{{< figure alt="Region menu" src="en/ardour7-region-menu.png" >}}
**Play**
: Play back from the beginning to the end of that region (**H** shortcut).
@ -74,7 +74,7 @@ transposition desired. The window includes a _Preserve Formants_ option. 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/ardour7-pitch-shift-window.png) 
{{< figure alt="Pitch Shift" src="en/ardour7-pitch-shift-window.png" >}} 
## Normalize
@ -84,7 +84,7 @@ 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/ardour7-normalize-window.png)
{{< figure alt="normalize" src="en/ardour7-normalize-window.png" >}}
Two other useful gain operations for regions are _Boost Gain_ (**Alt+6**) and
_Cut Gain_ (**Alt+7**), both incrementing gain by 1dB upwards or downwards.
@ -107,12 +107,12 @@ 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/ardour7-region-combine-1.png)
{{< figure alt="combine" src="en/ardour7-region-combine-1.png" >}}
Then we choose _Combine_ from the right-click context menu, or from Ardour's
main menu `Region > Edit > Combine`:
![combine 2](en/ardour7-region-combine-2.png)
{{< figure alt="combine 2" src="en/ardour7-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
@ -121,7 +121,7 @@ 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/ardour7-region-combine-3.png)
{{< figure alt="combine 3" src="en/ardour7-region-combine-3.png" >}}
## Continuing

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@ -10,11 +10,13 @@ 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.
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.
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 "Number of visible tracks" menu:
@ -28,7 +30,9 @@ At this point it's a good idea to zoom out and take a look at your whole session
![birds eye view](en/ardour7-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.)
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
@ -43,11 +47,15 @@ is, between the last region and the _end_ marker).
{{< figure src="en/ardour7-end-marker-too-far.png" alt="The end marker is too far" >}}
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.
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 dialog box with a number of options.
To export a session, use the top menu:
`Session > Export > Export to Audio File(s)...`. This will open up a dialog box
with a number of options.
![Export Session dialog](en/ardour7-exporting-settings.png)
@ -55,31 +63,41 @@ To export a session, use the top menu: `Session > Export > Export to Audio File(
: 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 16-bit WAV file with 44.1kHz sample rate.
: This allows you to choose the file format (WAV, MP3, OGG, FLAC, etc.). The
default is CD (Red Book), which will give you a 16-bit WAV file with 44.1kHz
sample rate.
**Add another format**
: if you'd like to export in more than one format at the same time, click on this tab.
: 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.
: 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.
: _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.
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.
**Mute** or **Solo** buttons engaged, this will also affect which tracks will be
heard in the exported file.
{{% /notice %}}
## Normalization
Sometimes the rendered audio is either too loud or too quiet to match demands imposed by various popular streaming services like YouTube or Spotify. Ardour
Sometimes the rendered audio is either too loud or too quiet to match demands
imposed by various popular streaming services like YouTube or Spotify. Ardour
provides a tool called _Loudness Assistant_ to help with that.
In layman terms, it analyzes everything that goes through the _Master_ bus,
@ -92,13 +110,14 @@ output and benefit from having more manual control over the result, the most
convenient way is to apply normalization at the exporting stage. You can do
that two ways:
1. Just pick a popular service in the drop-down list under _Formats_. Ardour has presets for Apple Music, Deezer, Spotify, YouTube etc.
1. Just pick a popular service in the drop-down list under _Formats_. Ardour has
presets for Apple Music, Deezer, Spotify, YouTube etc.
2. If the service is not listed in the presets, click the **Edit** button to
open a dialog with advanced exporting settings, enable _Normalize_, choose
_Loudness_ rather than _Peak_, and then set the desired LUFS value.
{{< figure src="en/ardour7-edit-exporting-format.png" alt="Edit the exporting format" >}}
{{< figure src="en/ardour7-edit-exporting-format.png" alt="Edit the exporting Format" >}}
## Continuing

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@ -6,11 +6,14 @@ weight = 4
#pre = "<b>1. </b>"
+++
The _Cue_ window provides tools to set up live performance using Ardour. We are not going to use _Cue_ in this tutorial, so this is just a quick overview to give you a basic idea what all this is about.
The _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.
The user interface follows the general approach expected by users of other
applications with this type of a feature set.
{{< figure src="en/ardour7-cue-window-sections.png" alt="" >}}
@ -20,27 +23,48 @@ Here are the main UI parts:
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_.
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.
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.
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.
Working with clip launchers is commonly referred to as non-linear workflow,
because it is based on looped playback of pre-recorded clips where you don't
have to go from scene A to scene H directly.
You can set up your clip launchers in a way that a clip in scene _B_ will play 4 times, trigger a clip in scene _A_ that will play 2 times, then jump to clip _C_ and play it 6 times, then go back to clip _B_, which will repeat the entire cycle again and again until you stop it manually. And all that without ever pressing the **Play** button in the transport to play a song from start to finish.
You can set up your clip launchers in a way that a clip in scene _B_ will play
4 times, trigger a clip in scene _A_ that will play 2 times, then jump to clip
_C_ and play it 6 times, then go back to clip _B_, which will repeat the
entire cycle again and again until you stop it manually. And all that without
ever pressing the **Play** button in the transport to play a song from start
to finish.
## 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. To do that, you need to add markers in the _Cue Markers_ timeline.
While you can play an entire song live without ever getting out of the _Cue_
window — especially when you have a hardware grid controller and all
pre-recorded clips you might need — you can integrate clip launchers into
regular linear workflow in the _Editor_ window. To do that, you need to add
markers in the _Cue Markers_ timeline.
Here is a simple example of that:
{{< 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.
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

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@ -2,7 +2,6 @@
title = "Setting up the timeline"
chapter = false
weight = 5
#pre = "<b>1. </b>"
+++
Once you import some audio files to Ardour, play them back and start
@ -26,7 +25,7 @@ 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)
{{< figure alt="Clock Units" src="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
@ -46,14 +45,14 @@ Snapping settings are located just below the clocks to the right. They control
the _quantization_ of the time grid, i.e., to which units the timeline grid is
divided and to what extent audio regions and MIDI notes get snapped when
snapping is enabled. E.g. you can snap to whole seconds when you drag an audio
region around or you could snap to 1/16 of a bar when creating or editing MIDI
region around or you could snap to a 1/16 note when creating or editing MIDI
notes.
There is one global switch, _Snap_, and then a drop-down list of grid
quantization presets: _Bar_, _1/4 note_, _1/8 note_ etc., _Triplets_,
_Timecode_, _Minutes and Seconds_, _CD frames_, and more.
![Snap](en/Ardour6_Snap_Options_and_Nudge_Controls.png)
{{< figure alt="Snap" src="en/Ardour6_Snap_Options_and_Nudge_Controls.png" >}}
When _No Grid_ quantization preset is selected, there is no grid displayed on
the tracks/busses canvas. In that case, with snapping off, nothing will snap.
@ -67,35 +66,34 @@ 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/ardour7-timeline-rulers.png)
{{< figure alt="Timeline" src="en/ardour7-timeline-rulers.png" >}}
**Minutes/Seconds**
: To view Minutes and Seconds on the Timeline, right-click the Timeline labels
and select **Mins:Secs**.
: 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
: To view bars and beats on the timeline, right-click the timeline and
select _Bars & Beats_.
: It is possible to set a time signature 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.
session. For more information on this, please see the _Setting Up The
Time Signature_ 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)*.*
: 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 (`Session > Properties` in menu or the **Alt+O**
shortcut).
![Timecode](en/Ardour6_Timecode.png)
{{< figure alt="Timecode" src="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.
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
----------
## 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.
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)

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@ -94,6 +94,10 @@ suite](https://lsp-plug.in/):
![LSP Compressor Mono](en/ardour7-lsp-compressor-mono.png)
If you want to speed up learning how to use a compressor, a generally good idea
is to insert one scope visualization plugin before the compressor and one right
after, then open both
## Gating
The simplest kind of a _gate_ allows a signal to pass through when it is over a

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@ -20,7 +20,7 @@ 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/ardour7-default-processor-box.png)
{{< figure alt="mixer strip 2" src="en/ardour7-default-processor-box.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
@ -36,30 +36,30 @@ 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/ardour7-plugin-selector-in-menu.png)
{{< figure alt="plugins1" src="en/ardour7-plugin-selector-in-menu.png" >}}
The _Plugin Selector_ is a convenient way to browse and choose plugins:
![plugins2](en/ardour7-plugin-selector.png)
{{< figure alt="plugins2" src="en/ardour7-plugin-selector.png" >}}
From the _Plugin Selector_, you can search them by name, type, or other criteria
available from the drop-down menu. Let's add the reverb plugin called _ACE
Reverb_:
![Selecting ACE Reverb](en/ardour7-select-ace-reverb.png)
{{< figure alt="Selecting ACE Reverb" src="en/ardour7-select-ace-reverb.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/ardour7-ace-reverb-added-to-processor-box.png)
{{< figure alt="plugins reverb" src="en/ardour7-ace-reverb-added-to-processor-box.png" >}}
## Editing Plugin Parameters
Double-click a plugin to edit its parameters. In this example, we double click
the "ACE Reverb" red box and get this window:
![ACE Reverb](en/ardour7-ace-reverb-settings.png) 
{{< figure alt="ACE Reverb" src="en/ardour7-ace-reverb-settings.png" >}} 
Here you can control reverb parameters such as _Blend_ and _Room Size_. The
effect will apply to all sounds contained in the track.
@ -76,7 +76,7 @@ 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/ardour7-ace-reverb-bypass-in-mixer-strip.png)
{{< figure alt="bypass" src="en/ardour7-ace-reverb-bypass-in-mixer-strip.png" >}}
Bypassed plugins are shown with the LED turned off.

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@ -15,7 +15,7 @@ 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?
## 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
@ -45,7 +45,7 @@ previous chapter, _Using Plugins_.
In this example, we have created a mono bus called _Drums_, and added the
_ACE Reverb_ plugin to the bus.
![sends1](en/ardour7-ace-reverb-in-mixer-strip.png)
{{< figure alt="sends1" src="en/ardour7-ace-reverb-in-mixer-strip.png" >}}
### Bus inputs
@ -57,12 +57,12 @@ this bus yet. We will take care of this later.
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)
{{< figure alt="sends2" src="en/Ardour4_Sends_2.png" >}}
Also, open the plugin window (double click on the _ACE Reverb_ rectangle) and
set the plugin's signal mix to 1.0 _Blend_ value.
![sends3](en/ardour7-ace-reverb-settings.png)
{{< figure alt="sends3" src="en/ardour7-ace-reverb-settings.png" >}}
This ensures that the bus carries all of the processed signal from the plugin,
and none of the unprocessed signal to the _Master_ bus. Remember, the
@ -77,7 +77,7 @@ 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/ardour7-adding-aux-send.png) 
{{< figure alt="sends4" src="en/ardour7-adding-aux-send.png" >}} 
{{% notice tip %}}
If you do *not* see the _New Aux Sends..._ option in the menu, it's probably
@ -87,7 +87,7 @@ the bus.
You should now see the send displayed in the processor box:
![postfader](en/ardour7-post-fader-send.png) 
{{< figure alt="postfader" src="en/ardour7-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.
@ -102,7 +102,7 @@ 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/ardour7-pre-fader-send.png) 
{{< figure alt="prefader" src="en/ardour7-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.
@ -121,7 +121,7 @@ click on the rectangle to access other options, including _Delete_.
To control the level of each send, simply click and drag the send fader to
increase or decrease its volume.
![sendfader](en/Ardour4_Send_Fader.png) 
{{< figure alt="sendfader" src="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

View File

@ -35,20 +35,20 @@ snapshot. Mental model: "This is actually quite interesting, let's explore this
idea further and get back to the previous one if this turns out to be a dead
end".
![snapshots](en/ardour7-snapshot-menu.png)
{{< figure alt="snapshots" src="en/ardour7-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.
![snapshots](en/ardour7-snapshot-name.png)
{{< figure alt="snapshots" src="en/ardour7-snapshot-name.png" >}}
## Recalling Snapshots
You can recall a saved snapshot via the _Snapshots_ tab in the area on the
right:
![snapshot2](en/ardour7-snapshot-list.png)
{{< figure alt="snapshot2" src="en/ardour7-snapshot-list.png" >}}
There you see a few snapshots that we created, and the _my\_session_ entry
represents the original state of our session.