Compare commits
No commits in common. "gh-pages" and "main" have entirely different histories.
|
@ -0,0 +1,32 @@
|
|||
name: github pages
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- main # Set a branch to deploy
|
||||
pull_request:
|
||||
|
||||
jobs:
|
||||
deploy:
|
||||
runs-on: ubuntu-20.04
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
with:
|
||||
submodules: true # Fetch Hugo themes (true OR recursive)
|
||||
fetch-depth: 0 # Fetch all history for .GitInfo and .Lastmod
|
||||
|
||||
- name: Setup Hugo
|
||||
uses: peaceiris/actions-hugo@v2
|
||||
with:
|
||||
hugo-version: 'latest'
|
||||
# extended: true
|
||||
|
||||
- name: Build
|
||||
run: hugo --minify
|
||||
|
||||
- name: Deploy
|
||||
uses: peaceiris/actions-gh-pages@v3
|
||||
if: github.ref == 'refs/heads/main'
|
||||
with:
|
||||
github_token: ${{ secrets.GITHUB_TOKEN }}
|
||||
publish_dir: ./public
|
|
@ -0,0 +1,3 @@
|
|||
[submodule "themes/hugo-theme-relearn"]
|
||||
path = themes/hugo-theme-relearn
|
||||
url = git@github.com:McShelby/hugo-theme-relearn.git
|
|
@ -0,0 +1,674 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: 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 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program 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 program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
|
@ -0,0 +1,17 @@
|
|||
# Ardour Tutorial
|
||||
|
||||
This is a crash course into [Ardour](https://ardour.org), a free/libre digital
|
||||
audio workstation.
|
||||
|
||||
The content was originally written around in 2009 during a Book Sprint led by
|
||||
Derek Holzer for [FLOSS Manuals](http://archive.flossmanuals.net/ardour/). It
|
||||
was later updated by multiple contributors and maintained by Bruno Ruviaro.
|
||||
|
||||
All credits are on the
|
||||
[Credits](https://prokoudine.github.io/ardour-tutorial/en/appendices/credits/)
|
||||
page.
|
||||
|
||||
This updated version is technically a port from Jekyll to Hugo and content-wise
|
||||
mostly an update to match many changes between Ardour v4/v6 and v7.0 plus some
|
||||
new material. The intention is to make it the official Ardour tutorial for
|
||||
beginners and maintain it as part of the upstream project.
|
|
@ -0,0 +1,6 @@
|
|||
---
|
||||
title: "{{ replace .Name "-" " " | title }}"
|
||||
date: {{ .Date }}
|
||||
draft: true
|
||||
---
|
||||
|
|
@ -0,0 +1,121 @@
|
|||
baseURL = 'https://prokoudine.github.io/ardour-tutorial'
|
||||
languageCode = 'en-us'
|
||||
defaultContentLanguage = "en"
|
||||
|
||||
title = 'Ardour Tutorial'
|
||||
theme = 'hugo-theme-relearn'
|
||||
|
||||
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 = "https://prokoudine.github.io/ardour-tutorial"
|
||||
#landingPageURL = "/"
|
||||
landingPageName = "<i class='fas fa-home'></i> Home"
|
||||
|
||||
[[Languages.en.menu.shortcuts]]
|
||||
name = "<i class='fab fa-fw fa-github'></i> This tutorial on GitHub"
|
||||
identifier = "github"
|
||||
url = "https://github.com/prokoudine/ardour-tutorial"
|
||||
weight = 10
|
||||
|
||||
[[Languages.en.menu.shortcuts]]
|
||||
name = "<i class='fas fa-fw fa-home'></i> Ardour's homepage"
|
||||
url = "https://ardour.org/"
|
||||
weight = 11
|
||||
|
||||
[[Languages.en.menu.shortcuts]]
|
||||
name = "<i class='fas fa-fw fa-bookmark'></i> User manual"
|
||||
identifier = "usermanual"
|
||||
url = "https://manual.ardour.org"
|
||||
weight = 20
|
||||
|
||||
[[Languages.en.menu.shortcuts]]
|
||||
name = "<i class='fas fa-fw fa-users'></i> Forum"
|
||||
identifier = "forum"
|
||||
url = "https://discourse.ardour.org/"
|
||||
weight = 20
|
||||
|
||||
[[Languages.en.menu.shortcuts]]
|
||||
name = "<i class='fas fa-fw fa-bullhorn'></i> Credits"
|
||||
url = "en/appendices/credits/"
|
||||
weight = 30
|
||||
|
||||
[Languages.fr]
|
||||
title = "Tutoriel Ardour"
|
||||
weight = 1
|
||||
languageName = "Français"
|
||||
landingPageURL = "https://prokoudine.github.io/ardour-tutorial"
|
||||
#landingPageURL = "/"
|
||||
landingPageName = "<i class='fas fa-home'></i> Accueil"
|
||||
|
||||
[[Languages.fr.menu.shortcuts]]
|
||||
name = "<i class='fab fa-fw fa-github'></i> Ce tutoriel dans GitHub"
|
||||
identifier = "github"
|
||||
url = "https://github.com/prokoudine/ardour-tutorial"
|
||||
weight = 10
|
||||
|
||||
[[Languages.fr.menu.shortcuts]]
|
||||
name = "<i class='fas fa-fw fa-home'></i> Page d'accueil d'Ardour"
|
||||
url = "https://ardour.org/"
|
||||
weight = 11
|
||||
|
||||
[[Languages.fr.menu.shortcuts]]
|
||||
name = "<i class='fas fa-fw fa-bookmark'></i> Manuel utilisateur"
|
||||
identifier = "usermanual"
|
||||
url = "https://manual.ardour.org"
|
||||
weight = 20
|
||||
|
||||
[[Languages.fr.menu.shortcuts]]
|
||||
name = "<i class='fas fa-fw fa-users'></i> Forum"
|
||||
identifier = "forum"
|
||||
url = "https://discourse.ardour.org/"
|
||||
weight = 20
|
||||
|
||||
[[Languages.fr.menu.shortcuts]]
|
||||
name = "<i class='fas fa-fw fa-bullhorn'></i> Credits"
|
||||
url = "en/appendices/credits/"
|
||||
weight = 30
|
||||
|
||||
[Languages.ru]
|
||||
title = "Введение в Ardour"
|
||||
weight = 1
|
||||
languageName = "Russian"
|
||||
landingPageURL = "/"
|
||||
#landingPageURL = "/"
|
||||
landingPageName = "<i class='fas fa-home'></i> Начало"
|
||||
#
|
||||
#[[Languages.en.menu.shortcuts]]
|
||||
#name = "<i class='fab fa-fw fa-github'></i> Репозиторий в GitHub"
|
||||
#identifier = "ds"
|
||||
#url = "https://github.com/brunoruviaro/ardour4-tutorial/"
|
||||
#weight = 10
|
||||
#
|
||||
#[[Languages.en.menu.shortcuts]]
|
||||
#name = "<i class='fas fa-fw fa-home'></i> Сайт Ardour"
|
||||
#url = "https://ardour.org/"
|
||||
#weight = 11
|
||||
#
|
||||
#[[Languages.en.menu.shortcuts]]
|
||||
#name = "<i class='fas fa-fw fa-bookmark'></i> Руководство пользователя"
|
||||
#identifier = "hugodoc"
|
||||
#url = "https://manual.ardour.org"
|
||||
#weight = 20
|
||||
#
|
||||
#[[Languages.en.menu.shortcuts]]
|
||||
#name = "<i class='fas fa-fw fa-bullhorn'></i> Об авторах"
|
||||
#url = "/appendices/credits"
|
||||
#weight = 30
|
|
@ -0,0 +1,38 @@
|
|||
+++
|
||||
title = "Home"
|
||||
description = "Ardour v7.0 tutorial"
|
||||
+++
|
||||
|
||||
# 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="/ardour-tutorial/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.
|
||||
|
||||
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 %}}
|
||||
|
||||
Contents:
|
||||
|
||||
1. [Introduction](introduction/)
|
||||
2. [Getting started](getting-started/)
|
||||
3. [Recording](recording/)
|
||||
4. [Editing sessions](editing-sessions/)
|
||||
5. [Mixing sessions](mixing-sessions/)
|
||||
6. [Exporting sessions](exporting-sessions/)
|
||||
7. [Saving sessions](saving-sessions/)
|
||||
8. [Appendices](appendices/)
|
|
@ -0,0 +1,28 @@
|
|||
+++
|
||||
title = "Home"
|
||||
description = "Ardour v7.0 tutorial"
|
||||
+++
|
||||
|
||||
# Tutoriel pour Ardour v7.0
|
||||
|
||||
**Ardour** est un enregistreur sur disque dur complet et professionnel, ainsi qu'une station de travail audio numérique (STAN). Ardour est un logiciel libre et open source (FLOSS). Il offre un nombre illimité de pistes et de bus audio, une édition non destructive et non linéaire avec annulation illimitée et un routage du signal de n'importe où à n'importe quel endroit. Il prend en charge les formats de fichiers standard, tels que BWF, WAV, WAV64, AIFF et CAF et il peut utiliser les formats de plugins LADSPA, LV2, VST et AudioUnit.
|
||||
|
||||
{{< figure src="/ardour-tutorial/images/Ardour6.png" alt="Ardour 6" >}}
|
||||
|
||||
Ce tutoriel est une introduction à l'utilisation d'Ardour pour des tâches basiques d'enregistrement et d'édition de sons.
|
||||
Il suppose que vous avez déjà installé Ardour sur votre ordinateur.
|
||||
|
||||
Pour plus d'informations sur l'installation d'Ardour sur Linux et Mac OS X, veuillez consulter la page [Configuration requise](https://ardour.org/requirements.html). Pour les utilisateurs de Linux, les distributions telles que [KXStudio](http://kxstudio.sourceforge.net/), [UbuntuStudio](http://ubuntustudio.org/) offrent un large choix de logiciels musicaux utiles, dont Ardour.
|
||||
|
||||
{{% button href="https://ardour.org/download.html" icon="fas fa-download" %}}Téléchargez la dernière version d'Ardour{{% /button %}}
|
||||
|
||||
Contenu :
|
||||
|
||||
1. [Introduction](introduction/)
|
||||
2. [Getting started](getting-started/)
|
||||
3. [Recording](recording/)
|
||||
4. [Editing sessions](editing-sessions/)
|
||||
5. [Mixing sessions](mixing-sessions/)
|
||||
6. [Exporting sessions](exporting-sessions/)
|
||||
7. [Saving sessions](saving-sessions/)
|
||||
8. [Appendices](appendices/)
|
|
@ -0,0 +1,41 @@
|
|||
+++
|
||||
title = "Начало"
|
||||
description = "Вводный курс по Ardour v7.0"
|
||||
+++
|
||||
|
||||
# Вводный курс по Ardour v7.0
|
||||
|
||||
**Ardour** это профессиональный полнофункциональный рекордер с жестким диском и
|
||||
цифровая звуковая рабочая станция (DAW). Ardour — свободное программное
|
||||
обеспечение с открытым исходным кодом (free/libre open source software).
|
||||
Программа поддерживает неограниченное количество звуковых дорожек и шин,
|
||||
неразрушающее, нелинейное редактирование с неограниченной отменой и
|
||||
маршрутизацию сигнала от чего угодно куда угодно. Он поддерживает стандартные
|
||||
форматы файлов, такие как BWF, WAV, WAV64, AIFF и CAF, и может использовать
|
||||
форматы плагинов LADSPA, LV2, VST и AudioUnit.
|
||||
|
||||
{{< figure src="/ardour-tutorial/images/Ardour6.png" alt="Ardour 6" >}}
|
||||
|
||||
Это руководство представляет собой введение для начинающих и описывает решение
|
||||
основных задач звукозаписи и редактирования. Предполагается, что на вашем
|
||||
компьютере уже установлен и работает Ardour. Обратите внимание, что это
|
||||
руководство (пока) не охватывает какие-либо MIDI-функции.
|
||||
|
||||
Чтобы узнать, как установить Ardour в Linux и macOS, посетите страницу
|
||||
[«Требования»](https://ardour.org/requirements.html). Для пользователей Linux
|
||||
такие дистрибутивы, как [KXStudio](http://kxstudio.sourceforge.net/) и [Ubuntu
|
||||
Studio](http://ubuntustudio.org/), предлагают широкий выбор полезного
|
||||
музыкального программного обеспечения, включая Ardour.
|
||||
|
||||
{{% button href="https://ardour.org/download.html" icon="fas fa-download" %}}Скачать самую новую версию{{% /button %}}
|
||||
|
||||
Содержание:
|
||||
|
||||
1. [Введение](introduction/)
|
||||
2. [Первые шаги](getting-started/)
|
||||
3. [Запись](recording/)
|
||||
4. [Редактирование](editing-sessions/)
|
||||
5. [Микширование](mixing-sessions/)
|
||||
6. [Экспорт](exporting-sessions/)
|
||||
7. [Сохранение сессий](saving-sessions/)
|
||||
8. [Приложения](appendices/)
|
|
@ -0,0 +1,19 @@
|
|||
+++
|
||||
title = "Appendices"
|
||||
chapter = true
|
||||
weight = 8
|
||||
pre = "<b>8. </b>"
|
||||
+++
|
||||
|
||||
### Chapter 8
|
||||
# Appendices
|
||||
|
||||
Where to find more info about Ardour and how to improve this tutorial
|
||||
|
||||
Contents:
|
||||
|
||||
1. [Further help](further-help/)
|
||||
2. [Glossary](glossary/)
|
||||
3. [Credits](credits/)
|
||||
4. [License](license/)
|
||||
5. [How to contribute to this tutorial](how-to-contribute/)
|
|
@ -0,0 +1,19 @@
|
|||
+++
|
||||
title = "Appendices"
|
||||
chapter = true
|
||||
weight = 8
|
||||
pre = "<b>8. </b>"
|
||||
+++
|
||||
|
||||
### Chapitre 8
|
||||
# Annexes
|
||||
|
||||
Où trouver plus d'informations sur Ardour et comment améliorer ce tutoriel
|
||||
|
||||
Table des matières :
|
||||
|
||||
1. [Aide supplémentaire](further-help/)
|
||||
2. [Glossaire](glossary/)
|
||||
3. [Crédits](credits/)
|
||||
4. [Licence](licence/)
|
||||
5. [Comment contribuer à ce tutoriel](how-to-contribute/)
|
|
@ -0,0 +1,19 @@
|
|||
+++
|
||||
title = "Приложения"
|
||||
chapter = true
|
||||
weight = 8
|
||||
pre = "<b>8. </b>"
|
||||
+++
|
||||
|
||||
### Глава 8
|
||||
# Приложения
|
||||
|
||||
Где получить больше информации об Ardour и как улучшить этот урок
|
||||
|
||||
Содержание:
|
||||
|
||||
1. [Дальнейшая помощь](further-help/)
|
||||
2. [Словарь терминов](glossary/)
|
||||
3. [Авторы урока](credits/)
|
||||
4. [Лицензия](license/)
|
||||
5. [Как улучшить этот урок](how-to-contribute/)
|
|
@ -0,0 +1,36 @@
|
|||
+++
|
||||
title = "Credits"
|
||||
chapter = false
|
||||
weight = 3
|
||||
+++
|
||||
|
||||
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.
|
||||
|
||||
2022/2023 update for Ardour v7 by Alexandre Prokoudine.
|
|
@ -0,0 +1,36 @@
|
|||
+++
|
||||
title = "Credits"
|
||||
chapter = false
|
||||
weight = 3
|
||||
+++
|
||||
|
||||
Le corps principal du manuel a été écrit lors d'un **Book Sprint** mené par Derek
|
||||
Holzer dans le [moddr_lab] (http://moddr.net "moddr_lab @ WORM, Rotterdam") au
|
||||
WORM à Rotterdam, Pays-Bas, entre le 23 et le 27 novembre 2009, avec l'aide et le
|
||||
soutien de la communauté internationale des utilisateurs et des développeurs d'Ardour.
|
||||
Le tutoriel a été écrit à l'origine pour les versions 2.X d'Ardour. Le manuel FLOSS
|
||||
est disponible à l'adresse suivante
|
||||
[flossmanuals.net](http://archive.flossmanuals.net/ardour/index.html).
|
||||
|
||||
Le contributeurs originaux : 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.
|
||||
|
||||
Il a été mis à jour en 2010 par Chou Shoichi, Damian Soto, Ross Johnson,
|
||||
Christian Herzberg, Malcolm Smith, Giorgio Moscardi.
|
||||
|
||||
En décembre 2014, le tutoriel a été mis à jour pour Ardour 3.5 et déplacé sur GitHub.
|
||||
Le texte a été complètement révisé, et les captures d'écran ont été remplacées par de nouvelles.
|
||||
En août 2015, une révision similaire a été faite pour mettre à jour toutes les captures d'écran et le texte
|
||||
à Ardour 4.2. Les révisions de 2014 et 2015 ont été faites par Bruno Ruviaro et Alex
|
||||
Christie.
|
||||
|
||||
2016/2017 corrections par Dan "dannybpng" et Jougleur.
|
||||
|
||||
2018 mises à jour par Miroslav Šulc.
|
||||
|
||||
2021 mises à jour pour Ardour v6 par Luca Aquino.
|
||||
|
||||
2022/2023 mises à jour pour Ardour v7 par Alexandre Prokoudine.
|
|
@ -0,0 +1,48 @@
|
|||
+++
|
||||
title = "Further help"
|
||||
chapter = false
|
||||
weight = 1
|
||||
+++
|
||||
|
||||
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](http://manual.ardour.org/) 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:
|
||||
|
||||
## 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](http://lists.ardour.org/listinfo.cgi/ardour-users-ardour.org%20) 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.
|
||||
|
||||
## Getting Help via Forum
|
||||
|
||||
The Ardour team also maintains an active [forum](https://discourse.ardour.org/)
|
||||
where you can ask for help, discuss bugs and feature requests, and post your
|
||||
music composed, recorded, arranged, and mixed with Ardour.
|
||||
|
|
@ -0,0 +1,50 @@
|
|||
+++
|
||||
title = "Further help"
|
||||
chapter = false
|
||||
weight = 1
|
||||
+++
|
||||
|
||||
Il existe quelques ressources sur Internet pour vous aider à apprendre Ardour et
|
||||
à résoudre les problèmes que vous pourriez rencontrer en cours de route.
|
||||
|
||||
## Manuel Ardour
|
||||
|
||||
Le [manuel Ardour](http://manual.ardour.org/) officiel est la référence principale pour Ardour.
|
||||
Il s'agit d'un travail en cours, ce qui signifie que vous n'y trouverez pas (encore)
|
||||
toutes les fonctionnalités expliquées. Mais c'est déjà une ressource formidable :
|
||||
|
||||
## Obtenir de l'aide par chat
|
||||
|
||||
Un bon moyen d'obtenir de l'aide lorsque vous apprenez Ardour et que vous travaillez
|
||||
avec est d'utiliser la fonction **Chat**. Ardour a une option "Chat" intégrée,
|
||||
que l'on trouve dans le menu principal sous `Help > Chat` pour vous connecter
|
||||
(via votre navigateur web) au forum Ardour [IRC](http://en.wikipedia.org/wiki/IRC)
|
||||
de Ardour à libera.chat.
|
||||
|
||||
Vous pouvez également utiliser votre application de chat compatible IRC (comme Pidgin ou Xchat)
|
||||
pour vous connecter au canal Ardour (\#ardour ou \#ardour-osx) sur le réseau libera.chat
|
||||
ou utiliser directement ce lien web :
|
||||
|
||||
[https://web.libera.chat//#ardour](https://web.libera.chat//#ardour)
|
||||
|
||||
Entrez un pseudo et connectez-vous, vous êtes les bienvenus !
|
||||
|
||||
Dans un tel canal ou salle de chat IRC, vous trouverez les développeurs d'Ardour et
|
||||
d'autres utilisateurs pour discuter de l'utilisation d'Ardour,
|
||||
des problèmes et/ou bogues que vous rencontrez, ou des suggestions pour Ardour dont vous voulez discuter.
|
||||
|
||||
## Obtenir de l'aide via les listes de diffusion
|
||||
|
||||
Pour ceux qui préfèrent les listes de diffusion au chat IRC, la liste de diffusion
|
||||
[utilisateurs Ardour](http://lists.ardour.org/listinfo.cgi/ardour-users-ardour.org%20) est également
|
||||
un bon endroit où les utilisateurs et certains développeurs discutent de toutes sortes de problèmes
|
||||
et idées liés à l'utilisation d'Ardour. C'est une liste active, avec de nombreux d'utilisateurs utiles
|
||||
et compétents pour aider les personnes moins expérimentées.
|
||||
Il y a parfois des discussions plus générales sur des sujets comme la technique d'enregistrement,
|
||||
le choix de l'interface audio, etc.
|
||||
|
||||
## Obtenir de l'aide via le forum
|
||||
|
||||
L'équipe Ardour maintient également un [forum](https://discourse.ardour.org/) actif
|
||||
où vous pouvez demander de l'aide, discuter des bogues et des demandes de fonctionnalités,
|
||||
et poster votre musique composée, enregistrée, arrangée et mixée avec Ardour.
|
|
@ -0,0 +1,816 @@
|
|||
+++
|
||||
title = "Glossary"
|
||||
description = "Terminology used in this Ardour tutorial"
|
||||
chapter = false
|
||||
weight = 2
|
||||
+++
|
||||
|
||||
This glossary offers brief definitions for many or the terms used throuhout the Ardour3 FLOSS Tutorial.
|
||||
|
||||
**Aggregate Device** (macOS)
|
||||
: 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** (macOS)
|
||||
: The Audio MIDI Setup utility is a program that comes with the macOS
|
||||
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 macOS computers. It may
|
||||
be thought of as Apple's equivalent to the popular VST plugin format by
|
||||
Steinberg. MacOS 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 macOS 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 macOS
|
||||
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**(macOS)
|
||||
: CoreAudio provides audio functionality to the macOS 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 macOS. 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 macOS.
|
||||
|
||||
**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 macOS
|
||||
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**.
|
|
@ -0,0 +1,192 @@
|
|||
+++
|
||||
title = "How to contribute"
|
||||
description = "How to contribute to this intro tutorial"
|
||||
chapter = false
|
||||
weight = 5
|
||||
+++
|
||||
|
||||
## What Kind Of Contributions We Accept
|
||||
|
||||
We intentionally limit the scope of this tutorial to very basic techniques that
|
||||
are sufficient to get users started with recording, mixing, and exporting with
|
||||
Ardour. So we'll gratefully accept patches that do not change the scope in any
|
||||
major way: bug fixes, better explanations, better illustrations etc. We also
|
||||
encourage translations of the ardour-tutorial.
|
||||
|
||||
## Using Markdown Syntax And Extras
|
||||
|
||||
All text files use Markdown syntax with a few extras. We use a limited subset of
|
||||
available options and one shortcode specific to HTML5, a `<figure>` element
|
||||
([see here](https://gohugo.io/content-management/shortcodes/#figure) for more
|
||||
info). Another extra feature available in the template of choice is a so called
|
||||
shortcode for notice boxes that look like this:
|
||||
|
||||
{{% notice tip %}}
|
||||
Some text
|
||||
{{% /notice %}}
|
||||
|
||||
We generally stick to two type of notice boxes: 'tip' and 'warning'.
|
||||
|
||||
The rest is really straightforward:
|
||||
|
||||
- Single underscore like `_Name_` makes italics and is used for UI elements like
|
||||
window captions.
|
||||
- Double asterisk like `**OK**` makes bolds and is reserved for button captions.
|
||||
- Backticks around some text are typically reserved for menu paths and filenames.
|
||||
|
||||
## How to Submit Changes
|
||||
|
||||
The repository with this tutorial is available on GitHub. The general idea is
|
||||
that you fork the repository, make changes in a branch, then create a pull
|
||||
request. Please [see
|
||||
here](https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/proposing-changes-to-your-work-with-pull-requests/creating-a-pull-request)
|
||||
for a complete guide.
|
||||
|
||||
## How To Create And Submit A Translation
|
||||
|
||||
The entire tutorial can be translated into a different language. Once you create
|
||||
a git branch to separate your work, here is what you do next.
|
||||
|
||||
### Translating Menu
|
||||
|
||||
The menu is stored in `config.toml`, inside the `[Languages]` section. For each
|
||||
language, that section has two parts:
|
||||
|
||||
1. The main part where names of chapters and pages chow up.
|
||||
2. The 'shortcuts' menu with links to Ardour's homepage, forum etc.
|
||||
|
||||
To translate the header of the main part, copy and paste the entire block that
|
||||
starts with `[Languages.en]` and then:
|
||||
|
||||
1. Change the language code in `[Languages.en]`.
|
||||
2. Translate the title.
|
||||
3. Submit the name of the language that will show up in the drop-down list of
|
||||
available translations. We encourage you to use language
|
||||
or the local one, in your alphabet — whichever works for you.
|
||||
4. Change the two-letter language code in the line that starts with
|
||||
`landingPageURL`.
|
||||
5. Translate the caption of the homepage of the tutorial in the line that starts
|
||||
with `landingPageName`.
|
||||
|
||||
Thus
|
||||
|
||||
~~~
|
||||
[Languages.en]
|
||||
title = "Ardour tutorial"
|
||||
weight = 1
|
||||
languageName = "English"
|
||||
landingPageURL = "/ardour-tutorial/en/"
|
||||
#landingPageURL = "/"
|
||||
landingPageName = "<i class='fas fa-home'></i> Home"
|
||||
~~~
|
||||
|
||||
translates to e.g.:
|
||||
|
||||
~~~
|
||||
[Languages.ru]
|
||||
title = "Введение в Ardour"
|
||||
weight = 1
|
||||
languageName = "Russian"
|
||||
landingPageURL = "/ardour-tutorial/ru/"
|
||||
#landingPageURL = "/"
|
||||
landingPageName = "<i class='fas fa-home'></i> Начало"
|
||||
~~~
|
||||
|
||||
This main part of the menu will start automatically accumulating links to
|
||||
translated pages as you start adding pages with translations.
|
||||
|
||||
Use the same approach to translate the shortcuts menu. E.g. the link to Ardour's
|
||||
website
|
||||
|
||||
~~~
|
||||
[[Languages.en.menu.shortcuts]]
|
||||
name = "<i class='fas fa-fw fa-home'></i> Ardour's homepage"
|
||||
url = "https://ardour.org/"
|
||||
weight = 11
|
||||
~~~
|
||||
|
||||
becomes
|
||||
|
||||
~~~
|
||||
#[[Languages.ru.menu.shortcuts]]
|
||||
#name = "<i class='fas fa-fw fa-home'></i> Сайт Ardour"
|
||||
#url = "https://ardour.org/"
|
||||
#weight = 11
|
||||
~~~
|
||||
|
||||
Please keep all translations of the menu in a single larger block.
|
||||
|
||||
### Translating Chapters And Pages
|
||||
|
||||
All content lives inside the `content` folder where subfolders are names of
|
||||
chapters like _Recording_ (`recording`), _Mixing sessions_ (`mixing-sessions`)
|
||||
etc. Here is the general structure:
|
||||
|
||||
~~~
|
||||
/content # The root folder for all content
|
||||
/content/_index.en.md # The start page you see when you click Home
|
||||
/content/chapter-folder/ # The folder for an entire chapter like "Recording"
|
||||
/content/chapter-folder/_index.en.md # Chapter
|
||||
/content/chapter-folder/page/ # Folder for a page in a chapter, e.g. "Understanding Routing"
|
||||
/content/chapter-folder/page/index.md # Original text of that page in English
|
||||
/content/chapter-folder/page/en/ # Screenshots created with English user interface
|
||||
~~~
|
||||
|
||||
All text files have a language code right in the file name:
|
||||
|
||||
- regular pages are named `index.XX.md`,
|
||||
- chapters are named `_index.XX.md`,
|
||||
|
||||
where XX is a two-letter language code like 'de' for German or 'fr' for French. You should be able to use four-letter codes as well, e.g. 'pt_BR' or 'es_AR'.
|
||||
|
||||
Supposing you want to translate the _Getting Started_ chapter into French. Here
|
||||
is how you do it.
|
||||
|
||||
1. Create a copy of `getting-started/_index.en.md` and name it `_index.fr.md`.
|
||||
Now you should have `_index.en.md` and `_index.fr.md` in the same folder.
|
||||
|
||||
2. Translate `_index.fr.md`. If you already translated the main menu, you should
|
||||
be able to open the original page in English, switch the language to 'Français'
|
||||
and see your translated page.
|
||||
|
||||
3. Go to the `starting-ardour` subfolder, create a copy of `index.en.md` and
|
||||
name it `index.fr.md` and then translate it.
|
||||
|
||||
4. Repeat step 3 for all subfolders. This should give you the translation of an
|
||||
entire chapter on getting started with Ardour.
|
||||
|
||||
### Translating User Interface Elements and Screenshots
|
||||
|
||||
If Ardour's user interface is available in the language you are translating this
|
||||
tutorial into, it is generally up to you to decide if you refer to localized
|
||||
user interface or not.
|
||||
|
||||
We know that users are very passionate about both localized and non-localized
|
||||
UIs, so one approach you could take is to create localized screenshots, refer to
|
||||
localized user interface and then mention the English counterparts in
|
||||
parenthesis. Here is an example of a translation into German:
|
||||
|
||||
> Nach dem Import einiger Sounds aus dem heruntergeladenen Sample-Pack
|
||||
(Bassdrum, Snare, Hi-Hat, Clap) sieht unsere Session so aus (in diesem Fall
|
||||
haben wir die Option _Dateien als neue Spuren hinzufügen_ (EN: _Add files as new
|
||||
tracks_) verwendet und beim Start der Session eingefügt.
|
||||
|
||||
If you intend to create screenshots of localized user interface, please create a
|
||||
subfolder that's named after a language code (two-letter of four-letter,
|
||||
whichever is applicable) and place your screenshots there. Having done so,
|
||||
please update references to screenshots in the text. E.g.
|
||||
|
||||
~~~
|
||||
src="en/ardour7-save-template.png"
|
||||
~~~
|
||||
|
||||
becomes
|
||||
|
||||
~~~
|
||||
src="de/ardour7-schablone-speichern.png"
|
||||
~~~
|
||||
|
||||
### Submitting Translation
|
||||
|
||||
The process is the same as for general patches: submit a pull request. See above
|
||||
for a link to a step-by-step guide.
|
|
@ -0,0 +1,322 @@
|
|||
+++
|
||||
title = "License"
|
||||
description = "This tutorial's license"
|
||||
chapter = false
|
||||
weight = 4
|
||||
+++
|
||||
|
||||
|
||||
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. This General Public
|
||||
License applies to most of the Free Software Foundation's software and
|
||||
to any other program whose authors commit to using it. (Some other Free
|
||||
Software Foundation software is covered by the GNU Lesser General Public
|
||||
License instead.) You can apply it to your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not price.
|
||||
Our General Public Licenses are designed to make sure that you have the
|
||||
freedom to distribute copies of free software (and charge for this
|
||||
service if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid anyone
|
||||
to deny you these rights or to ask you to surrender the rights. These
|
||||
restrictions translate to certain responsibilities for you if you
|
||||
distribute copies of the software, or if you modify it.
|
||||
|
||||
For example, if you distribute copies of such a program, whether gratis
|
||||
or for a fee, you must give the recipients all the rights that you have.
|
||||
You must make sure that they, too, receive or can get the source code.
|
||||
And you must show them these terms so they know their rights.
|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and
|
||||
(2) offer you this license which gives you legal permission to copy,
|
||||
distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain
|
||||
that everyone understands that there is no warranty for this free
|
||||
software. If the software is modified by someone else and passed on, we
|
||||
want its recipients to know that what they have is not the original, so
|
||||
that any problems introduced by others will not reflect on the original
|
||||
authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software patents.
|
||||
We wish to avoid the danger that redistributors of a free program will
|
||||
individually obtain patent licenses, in effect making the program
|
||||
proprietary. To prevent this, we have made it clear that any patent must
|
||||
be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
**TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION**
|
||||
|
||||
**0.** This License applies to any program or other work which contains
|
||||
a notice placed by the copyright holder saying it may be distributed
|
||||
under the terms of this General Public License. The "Program", below,
|
||||
refers to any such program or work, and a "work based on the Program"
|
||||
means either the Program or any derivative work under copyright law:
|
||||
that is to say, a work containing the Program or a portion of it, either
|
||||
verbatim or with modifications and/or translated into another language.
|
||||
(Hereinafter, translation is included without limitation in the term
|
||||
"modification".) Each licensee is addressed as "you".
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of running
|
||||
the Program is not restricted, and the output from the Program is
|
||||
covered only if its contents constitute a work based on the Program
|
||||
(independent of having been made by running the Program). Whether that
|
||||
is true depends on what the Program does.
|
||||
|
||||
**1.** You may copy and distribute verbatim copies of the Program's
|
||||
source code as you receive it, in any medium, provided that you
|
||||
conspicuously and appropriately publish on each copy an appropriate
|
||||
copyright notice and disclaimer of warranty; keep intact all the notices
|
||||
that refer to this License and to the absence of any warranty; and give
|
||||
any other recipients of the Program a copy of this License along with
|
||||
the Program.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and
|
||||
you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
**2.** You may modify your copy or copies of the Program or any portion
|
||||
of it, thus forming a work based on the Program, and copy and distribute
|
||||
such modifications or work under the terms of Section 1 above, provided
|
||||
that you also meet all of these conditions:
|
||||
|
||||
|
||||
|
||||
**a)** You must cause the modified files to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
|
||||
|
||||
**b)** You must cause any work that you distribute or publish, that in
|
||||
whole or in part contains or is derived from the Program or any part
|
||||
thereof, to be licensed as a whole at no charge to all third parties
|
||||
under the terms of this License.
|
||||
|
||||
|
||||
|
||||
**c)** If the modified program normally reads commands interactively
|
||||
when run, you must cause it, when started running for such interactive
|
||||
use in the most ordinary way, to print or display an announcement
|
||||
including an appropriate copyright notice and a notice that there is no
|
||||
warranty (or else, saying that you provide a warranty) and that users
|
||||
may redistribute the program under these conditions, and telling the
|
||||
user how to view a copy of this License. (Exception: if the Program
|
||||
itself is interactive but does not normally print such an announcement,
|
||||
your work based on the Program is not required to print an
|
||||
announcement.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Program, and
|
||||
can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based on
|
||||
the Program, the distribution of the whole must be on the terms of this
|
||||
License, whose permissions for other licensees extend to the entire
|
||||
whole, and thus to each and every part regardless of who wrote it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Program.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Program
|
||||
with the Program (or with a work based on the Program) on a volume of a
|
||||
storage or distribution medium does not bring the other work under the
|
||||
scope of this License.
|
||||
|
||||
**3.** You may copy and distribute the Program (or a work based on it,
|
||||
under Section 2) in object code or executable form under the terms of
|
||||
Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
|
||||
|
||||
**a)** Accompany it with the complete corresponding machine-readable
|
||||
source code, which must be distributed under the terms of Sections 1 and
|
||||
2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
|
||||
|
||||
**b)** Accompany it with a written offer, valid for at least three
|
||||
years, to give any third party, for a charge no more than your cost of
|
||||
physically performing source distribution, a complete machine-readable
|
||||
copy of the corresponding source code, to be distributed under the terms
|
||||
of Sections 1 and 2 above on a medium customarily used for software
|
||||
interchange; or,
|
||||
|
||||
|
||||
|
||||
**c)** Accompany it with the information you received as to the offer to
|
||||
distribute corresponding source code. (This alternative is allowed only
|
||||
for noncommercial distribution and only if you received the program in
|
||||
object code or executable form with such an offer, in accord with
|
||||
Subsection b above.)
|
||||
|
||||
The source code for a work means the preferred form of the work for
|
||||
making modifications to it. For an executable work, complete source code
|
||||
means all the source code for all modules it contains, plus any
|
||||
associated interface definition files, plus the scripts used to control
|
||||
compilation and installation of the executable. However, as a special
|
||||
exception, the source code distributed need not include anything that is
|
||||
normally distributed (in either source or binary form) with the major
|
||||
components (compiler, kernel, and so on) of the operating system on
|
||||
which the executable runs, unless that component itself accompanies the
|
||||
executable.
|
||||
|
||||
If distribution of executable or object code is made by offering access
|
||||
to copy from a designated place, then offering equivalent access to copy
|
||||
the source code from the same place counts as distribution of the source
|
||||
code, even though third parties are not compelled to copy the source
|
||||
along with the object code.
|
||||
|
||||
**4.** You may not copy, modify, sublicense, or distribute the Program
|
||||
except as expressly provided under this License. Any attempt otherwise
|
||||
to copy, modify, sublicense or distribute the Program is void, and will
|
||||
automatically terminate your rights under this License. However, parties
|
||||
who have received copies, or rights, from you under this License will
|
||||
not have their licenses terminated so long as such parties remain in
|
||||
full compliance.
|
||||
|
||||
**5.** You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Program or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Program (or any work based on the
|
||||
Program), you indicate your acceptance of this License to do so, and all
|
||||
its terms and conditions for copying, distributing or modifying the
|
||||
Program or works based on it.
|
||||
|
||||
**6.** Each time you redistribute the Program (or any work based on the
|
||||
Program), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute or modify the Program subject to
|
||||
these terms and conditions. You may not impose any further restrictions
|
||||
on the recipients' exercise of the rights granted herein. You are not
|
||||
responsible for enforcing compliance by third parties to this License.
|
||||
|
||||
**7.** If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot distribute
|
||||
so as to satisfy simultaneously your obligations under this License and
|
||||
any other pertinent obligations, then as a consequence you may not
|
||||
distribute the Program at all. For example, if a patent license would
|
||||
not permit royalty-free redistribution of the Program by all those who
|
||||
receive copies directly or indirectly through you, then the only way you
|
||||
could satisfy both it and this License would be to refrain entirely from
|
||||
distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system, which is implemented
|
||||
by public license practices. Many people have made generous
|
||||
contributions to the wide range of software distributed through that
|
||||
system in reliance on consistent application of that system; it is up to
|
||||
the author/donor to decide if he or she is willing to distribute
|
||||
software through any other system and a licensee cannot impose that
|
||||
choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to be
|
||||
a consequence of the rest of this License.
|
||||
|
||||
**8.** If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Program under this License may
|
||||
add an explicit geographical distribution limitation excluding those
|
||||
countries, so that distribution is permitted only in or among countries
|
||||
not thus excluded. In such case, this License incorporates the
|
||||
limitation as if written in the body of this License.
|
||||
|
||||
**9.** The Free Software Foundation may publish revised and/or new
|
||||
versions of the General Public License from time to time. Such new
|
||||
versions will be similar in spirit to the present version, but may
|
||||
differ in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and "any
|
||||
later version", you have the option of following the terms and
|
||||
conditions either of that version or of any later version published by
|
||||
the Free Software Foundation. If the Program does not specify a version
|
||||
number of this License, you may choose any version ever published by the
|
||||
Free Software Foundation.
|
||||
|
||||
**10.** If you wish to incorporate parts of the Program into other free
|
||||
programs whose distribution conditions are different, write to the
|
||||
author to ask for permission. For software which is copyrighted by the
|
||||
Free Software Foundation, write to the Free Software Foundation; we
|
||||
sometimes make exceptions for this. Our decision will be guided by the
|
||||
two goals of preserving the free status of all derivatives of our free
|
||||
software and of promoting the sharing and reuse of software generally.
|
||||
|
||||
**NO WARRANTY**
|
||||
|
||||
**11.** BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||
WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||
OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND,
|
||||
EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE
|
||||
ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH
|
||||
YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL
|
||||
NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
**12.** IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||
AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR
|
||||
DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL
|
||||
DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM
|
||||
(INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED
|
||||
INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF
|
||||
THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR
|
||||
OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
**END OF TERMS AND CONDITIONS**
|
||||
|
|
@ -0,0 +1,39 @@
|
|||
+++
|
||||
title = "Recommended plugins"
|
||||
description = "Plugins we recommend to use with Ardour"
|
||||
chapter = false
|
||||
weight = 6
|
||||
+++
|
||||
|
||||
## Filters and processing
|
||||
|
||||
- [LSP plugins](https://lsp-plug.in/), an extensive set of plugins for effects and channel processing
|
||||
- [dpl.lv2](https://x42-plugins.com/x42/x42-limiter), a look-ahead digital peak limiter
|
||||
- [fil4.lv2](https://x42-plugins.com/x42/x42-eq), a 4 band parametric equalizer with additional low & high shelfing and high & low-pass filters
|
||||
|
||||
<!-- - [airwindows](https://www.airwindows.com/) -->
|
||||
|
||||
## Visualization
|
||||
|
||||
- [x42 Meter Collection](https://x42-plugins.com/x42/x42-meters), a big help in analyzing audio
|
||||
- [sisco.lv2](https://x42-plugins.com/x42/x42-scope), an oscilloscope
|
||||
- [spectra.lv2](https://x42-plugins.com/x42/x42-spectra), a spectrum analyzer
|
||||
|
||||
## Drums and percussion
|
||||
|
||||
- [AVL Drumkits](https://x42-plugins.com/x42/x42-avldrums), a drum sampler with two built-in kits
|
||||
- [DrumGizmo](https://drumgizmo.org), a drum sampler with separately downloadable kits
|
||||
- [Geonkick](https://github.com/free-sm/geonkick), a drums/percussion synthesizer
|
||||
|
||||
## Synthesizers
|
||||
|
||||
- [Cardinal](https://github.com/DISTRHO/Cardinal), a modular synthesizer with Eurorack aesthetics
|
||||
- [OB-Xd](https://github.com/reales/OB-Xd), a soft synth resembling vintage Oberheim OB-X synth
|
||||
- [Dexed](https://github.com/asb2m10/dexed), a Yamaha DX7 simulator
|
||||
- [Odin2](https://www.thewavewarden.com/odin2), a 24-voice polyphonic synth
|
||||
- [Surge XT](https://surge-synthesizer.github.io/), a hybrid synthesizer
|
||||
- [Vital](https://vital.audio/), a spectral warping wavetable synth
|
||||
<!-- - [Helm](https://tytel.org/helm/) -->
|
||||
|
||||
[This website](http://linuxsynths.com/) keeps a track of all software
|
||||
synthesizers available for Linux.
|
|
@ -0,0 +1,38 @@
|
|||
+++
|
||||
title = "Recommended plugins"
|
||||
description = "Plugins we recommend to use with Ardour"
|
||||
chapter = false
|
||||
weight = 6
|
||||
+++
|
||||
|
||||
## Filtres and traitement
|
||||
|
||||
- [LSP plugins](https://lsp-plug.in/), un ensemble complet de greffons pour les effets et le traitement des canaux,
|
||||
- [dpl.lv2](https://x42-plugins.com/x42/x42-limiter), un limiteur de crête numérique à anticipation,
|
||||
- [fil4.lv2](https://x42-plugins.com/x42/x42-eq), un égaliseur paramétrique à 4 bandes avec des filtres passe-haut et passe-bas et des filtres d'étagement bas et haut additionnels.
|
||||
<!-- - [airwindows](https://www.airwindows.com/) -->
|
||||
|
||||
## Visualisation
|
||||
|
||||
- [x42 Meter Collection](https://x42-plugins.com/x42/x42-meters), une grande aide dans l'analyse audio
|
||||
- [sisco.lv2](https://x42-plugins.com/x42/x42-scope), un oscilloscope
|
||||
- [spectra.lv2](https://x42-plugins.com/x42/x42-spectra), un analyseur de spectre
|
||||
|
||||
## Batterie et percussion
|
||||
|
||||
- [AVL Drumkits](https://x42-plugins.com/x42/x42-avldrums), un échantillonneur de batterie avec deux kits intégrés
|
||||
- [DrumGizmo](https://drumgizmo.org), un échantillonneur de batterie avec des kits à télécharger séparément
|
||||
- [Geonkick](https://github.com/free-sm/geonkick), un synthétiseur batterie/percussion
|
||||
|
||||
## Synthétiseurs
|
||||
|
||||
- [Cardinal](https://github.com/DISTRHO/Cardinal), un synthétiseur modulaire avec l'esthétique Eurorack
|
||||
- [OB-Xd](https://github.com/reales/OB-Xd), un synthétiseur doux ressemblant au synthétiseur vintage Oberheim OB-X
|
||||
- [Dexed](https://github.com/asb2m10/dexed), un simulateur de Yamaha DX7
|
||||
- [Odin2](https://www.thewavewarden.com/odin2), un synthétiseur polyphonique 24-voix
|
||||
- [Surge XT](https://surge-synthesizer.github.io/), un synthétiseur hybride
|
||||
- [Vital](https://vital.audio/), un synthétiseur à table d'ondes à déformation spectrale
|
||||
<!-- - [Helm](https://tytel.org/helm/) -->
|
||||
|
||||
[Ce site internet](http://linuxsynths.com/) garde une trace de tous les synthétiseurs
|
||||
synthétiseurs disponibles pour Linux.
|
|
@ -0,0 +1,24 @@
|
|||
+++
|
||||
title = "Editing sessions"
|
||||
description = "The basics of editing Ardour sessions"
|
||||
chapter = true
|
||||
weight = 4
|
||||
pre = "<b>4. </b>"
|
||||
+++
|
||||
|
||||
### Chapter 4
|
||||
# Editing sessions
|
||||
|
||||
How to arrange tracks, then cut, loop, and stretch regions
|
||||
|
||||
Contents:
|
||||
|
||||
1. [Non-destructive editing](non-destructive-editing/)
|
||||
2. [Arranging tracks](arranging-tracks/)
|
||||
3. [Setting up time signature](setting-up-time-signature/)
|
||||
4. [Using ranges](using-ranges/)
|
||||
5. [Working with regions](working-with-regions/)
|
||||
6. [Further region operations](further-region-operations/)
|
||||
7. [Changing edit modes](changing-edit-modes/)
|
||||
8. [Creating looped sections](creating-looped-sections/)
|
||||
9. [Stretching & shrinking regions](stretching-shrinking-regions/)
|
|
@ -0,0 +1,24 @@
|
|||
+++
|
||||
title = "Editer des sessions"
|
||||
description = "Les bases de l'édition de sessiosn dans Ardour"
|
||||
chapter = true
|
||||
weight = 4
|
||||
pre = "<b>4. </b>"
|
||||
+++
|
||||
|
||||
### Chapitre 4
|
||||
# Editer des sessions
|
||||
|
||||
Comment arranger les pistes, puis couper, boucler et étirer les régions.
|
||||
|
||||
Contenu :
|
||||
|
||||
1. [Edition Non-destructrice](non-destructive-editing/)
|
||||
2. [Pistes d'arrangement](arranging-tracks/)
|
||||
3. [Configuration de la signature temporelle](setting-up-time-signature/)
|
||||
4. [Utiliser les plages](using-ranges/)
|
||||
5. [Travailler avec les régions](working-with-regions/)
|
||||
6. [Autres opérations sur les régions](further-region-operations/)
|
||||
7. [Changer les modes d'édition](changing-edit-modes/)
|
||||
8. [Créer des sections en boucle](creating-looped-sections/)
|
||||
9. [Étirer et réduire les régions](stretching-shrinking-regions/)
|
|
@ -0,0 +1,24 @@
|
|||
+++
|
||||
title = "Редактирование"
|
||||
description = "Основы редактирования сессий Ardour"
|
||||
chapter = true
|
||||
weight = 4
|
||||
pre = "<b>4. </b>"
|
||||
+++
|
||||
|
||||
### Глава 4
|
||||
# Редактирование сессий
|
||||
|
||||
Как расставить дорожки, а затем резать, зацикливать и растягивать области
|
||||
|
||||
Содержание:
|
||||
|
||||
1. [Недеструктивное редактирование](non-destructive-editing/)
|
||||
2. [Расстановка дорожек](arranging-tracks/)
|
||||
3. [Настройка тактового размера](setting-up-time-signature/)
|
||||
4. [Использование выделений](using-ranges/)
|
||||
5. [Работа с областями](working-with-regions/)
|
||||
6. [Дополнительные операции с областями](further-region-operations/)
|
||||
7. [Режимы редактирования](changing-edit-modes/)
|
||||
8. [Создание повторяющихся частей](creating-looped-sections/)
|
||||
9. [Растягивание и сжатие областей](stretching-shrinking-regions/)
|
Before Width: | Height: | Size: 271 KiB After Width: | Height: | Size: 271 KiB |
Before Width: | Height: | Size: 89 KiB After Width: | Height: | Size: 89 KiB |
Before Width: | Height: | Size: 82 KiB After Width: | Height: | Size: 82 KiB |
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Before Width: | Height: | Size: 82 KiB After Width: | Height: | Size: 82 KiB |
|
@ -0,0 +1,68 @@
|
|||
+++
|
||||
title = "Arranging tracks"
|
||||
description = "How to organize regions on the timeline in Ardour"
|
||||
chapter = false
|
||||
weight = 2
|
||||
+++
|
||||
|
||||
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 (the
|
||||
[Nord Drum Mini Kit](https://freesound.org/people/menegass/packs/10430/) sample
|
||||
pack).
|
||||
|
||||
{{< figure alt="FS1" src="en/ardour7-freesound-1.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 we 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.
|
||||
|
||||
{{< figure alt="FS2" src="en/ardour7-freesound-2.png" >}}
|
||||
|
||||
## Organizing the Tracks
|
||||
|
||||
Let's rename the tracks so we can quickly see the location of each instrument.
|
||||
To do that, double-click on the track name to edit it.
|
||||
|
||||
{{< figure alt="FS3" src="en/ardour7-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.
|
||||
|
||||
{{< figure alt="FS4" src="en/ardour7-freesound-4.png" >}}
|
||||
|
||||
Another option to rearrange tracks is to select a track and use **Ctrl+Arrow
|
||||
Up/Down** shortcut to move it up or down.
|
||||
|
||||
{{% 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.
|
||||
|
||||
{{< figure alt="FS6" src="en/ardour7-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 TIME SIGNATURE](../setting-up-time-signature)
|
Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 13 KiB |
Before Width: | Height: | Size: 9.4 KiB After Width: | Height: | Size: 9.4 KiB |
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Before Width: | Height: | Size: 36 KiB After Width: | Height: | Size: 36 KiB |
Before Width: | Height: | Size: 32 KiB After Width: | Height: | Size: 32 KiB |
Before Width: | Height: | Size: 9.4 KiB After Width: | Height: | Size: 9.4 KiB |
Before Width: | Height: | Size: 9.4 KiB After Width: | Height: | Size: 9.4 KiB |
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Before Width: | Height: | Size: 7.0 KiB After Width: | Height: | Size: 7.0 KiB |
|
@ -0,0 +1,150 @@
|
|||
+++
|
||||
title = "Changing edit modes"
|
||||
description = "Edit modes for regions in Ardour"
|
||||
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.
|
||||
|
||||
![Ardour Edit Modes](en/Ardour6_Edit_Modes_Cursor_Modes.png?width=30vw)
|
||||
|
||||
## 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:
|
||||
|
||||
**Slide mode**
|
||||
: This is the standard mode. It allows you to freely drag regions around
|
||||
horizontally (within the same track) and vertically (between tracks).
|
||||
|
||||
**Ripple mode**
|
||||
: Automatically moves regions when you cut or shift one of the regions. E.g. if
|
||||
you cut a portion of an audio interview that isn't interesting, Ardour will
|
||||
shift all regions in all tracks to the left so that there would be no silence
|
||||
where content used to be.
|
||||
|
||||
**Lock mode**
|
||||
: However you edit a region with this mode on, the content of the region will
|
||||
always be where it is. You can only move the region up or down between tracks,
|
||||
but not left or right.
|
||||
|
||||
We will only use the _Slide_ edit mode in this tutorial.
|
||||
|
||||
## Cursor Modes
|
||||
### Grab Mode
|
||||
|
||||
![G](en/ardour7-grab-edit-mode.png?width=20vw)
|
||||
|
||||
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
|
||||
selected, your cursor pointer will look like a little hand icon.
|
||||
|
||||
### Range Mode
|
||||
|
||||
![R](en/ardour7-range-edit-mode.png?width=20vw)
|
||||
|
||||
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
|
||||
look like a vertical line. Time ranges can be selected over one or several
|
||||
tracks, depending on the selection of your tracks.
|
||||
|
||||
### Cut Mode
|
||||
|
||||
![C](en/ardour7-cut-edit-mode.png?width=20vw)
|
||||
|
||||
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
|
||||
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 **S** shortcut (for
|
||||
"split"). Important: your edit point (to the left of the _Modes_ toolbar) must
|
||||
be set to _Mouse_.
|
||||
{{% /notice %}}
|
||||
|
||||
### Audition Mode
|
||||
|
||||
![Audition](en/ardour7-audition-edit-mode.png?width=20vw)
|
||||
|
||||
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 %}}
|
||||
|
||||
### Stretch/Shrink Region
|
||||
|
||||
![T](ardour7-stretch-shrink-edit-mode.png?width=20vw)
|
||||
|
||||
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
|
||||
stretching', hence the **T** shortcut. 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.
|
||||
|
||||
### Draw Mode
|
||||
|
||||
{{< 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
|
||||
[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
|
||||
sufficiently zoomed in.
|
||||
|
||||
If you haven't zoomed in enough, it's easy to create either a new MIDI note or a
|
||||
new automation point you did not need. If this becomes a problem, you should use
|
||||
the next mode which only allows for editing existing points and notes, not
|
||||
creating new ones.
|
||||
|
||||
For drawing MIDI notes, the toolbar additionally has controls for default note
|
||||
length, MIDI channel, and velocity.
|
||||
|
||||
### Internal Edit Mode
|
||||
|
||||
![E](en/ardour7-internal-edit-mode.png?width=20vw)
|
||||
|
||||
Use this mode (**E** shortcut) to edit existing automation points or MIDI notes.
|
||||
|
||||
For automation points, the cursor looks like a hand and turns into a small cross
|
||||
when you are on top of an existing point. Click, hold, and drag in order to move
|
||||
points.
|
||||
|
||||
For MIDI notes, the cursor looks like a hand with a quarter note above it when
|
||||
you hover the middle of note, that's for selecting a note and moving it around.
|
||||
Hovering either the left or the right border of a note will change the cursor
|
||||
and allow adjusting start/end position (and thus duration) of a note.
|
||||
|
||||
For both automation points and MIDI notes, you can press **Ctrl** and click on
|
||||
multiple items to add them to a selection of items, then move multiple notes or
|
||||
points altogether.
|
||||
|
||||
{{< figure src="en/ardour7-internal-edit-mode-multiple-points.png" alt="Moving multiple automation points" >}}
|
||||
|
||||
For MIDI notes specifically, you can also use rubberband selection: place the
|
||||
cursor anywhere outside existing notes (the cursor will lose the quarter note
|
||||
symbol), then press left mouse button and start dragging. A selection frame will
|
||||
appear. All notes it touches will be selected.
|
||||
|
||||
{{< figure src="en/ardour7-internal-edit-mode-rubberband-selection.png" alt="Rubberband selection of notes" >}}
|
||||
|
||||
## Continuing
|
||||
|
||||
In the following chapter, we will see how to take the regions we have
|
||||
edited and create looped sections from them.
|
||||
|
||||
Next: [CREATING LOOPED SECTIONS](../creating-looped-sections)
|
Before Width: | Height: | Size: 9.6 KiB After Width: | Height: | Size: 9.6 KiB |
Before Width: | Height: | Size: 96 KiB After Width: | Height: | Size: 96 KiB |
Before Width: | Height: | Size: 13 KiB After Width: | Height: | Size: 13 KiB |
Before Width: | Height: | Size: 325 KiB After Width: | Height: | Size: 325 KiB |
Before Width: | Height: | Size: 346 KiB After Width: | Height: | Size: 346 KiB |
Before Width: | Height: | Size: 78 KiB After Width: | Height: | Size: 78 KiB |
|
@ -0,0 +1,104 @@
|
|||
+++
|
||||
title = "Creating looped sections"
|
||||
description = "Creating and combining region duplicates in Ardour"
|
||||
chapter = false
|
||||
weight = 8
|
||||
+++
|
||||
|
||||
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:
|
||||
|
||||
{{< 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):
|
||||
|
||||
{{< 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):
|
||||
|
||||
{{< 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_.
|
||||
|
||||
## Consolidating the Range
|
||||
|
||||
A more permanent alternative to _Combine_ is to use the _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 colored (depending on UI theme). 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_.
|
||||
|
||||
{{< 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
|
||||
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.
|
||||
|
||||
{{< figure alt="consolidate2" src="en/ardour7-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 (**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:
|
||||
|
||||
{{< figure alt="multi-dup" src="en/ardour7-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 (**Alt+D**). This
|
||||
lets you make a single copy at a time.
|
||||
|
||||
- The single duplicate action with **Ctrl+Click** on the region + _Drag a copy_.
|
||||
|
||||
## 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)
|
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|
@ -0,0 +1,201 @@
|
|||
+++
|
||||
title = "Editing MIDI regions"
|
||||
chapter = false
|
||||
weight = 10
|
||||
+++
|
||||
|
||||
Almost all the MIDI editing happens in the _Internal Edit_ mode (**E**
|
||||
shortcut). The vast majority of the work there involves tweaking position and
|
||||
duration of notes, adjusting velocity, and editing automation. Ardour provides
|
||||
tools to edit these settings both interactively and numerically.
|
||||
|
||||
So let's review available tool and then do a quick exercise.
|
||||
|
||||
Most of the editing assumes having at least one note selected in a MIDI region.
|
||||
We'll start with selecting notes.
|
||||
|
||||
## Selecting notes
|
||||
|
||||
There are multiple ways to select notes in the _Internal Edit_ mode, it really
|
||||
depends on what you want to do.
|
||||
|
||||
To select one note, just single-click it. To add another note to the
|
||||
selection, press and hold **Ctrl**, then click that note. To remove a note
|
||||
from the selection, again, press and hold **Ctrl**, then click it.
|
||||
|
||||
If you need to extend an existing selection to another note and include all
|
||||
notes inbetween, press and hold **Shift**, then click the note that you want
|
||||
to extend the selection to.
|
||||
|
||||
To select multiple adjucent notes, you can do a regular rubberband selection.
|
||||
Move the mouse pointer to a blank part of the canvas that is close to those
|
||||
notes, press and hold the left mouse button, then drag the mouse to "draw" a
|
||||
rectangular area. All notes inside that area will be selected. Release the
|
||||
mouse button to complete the selection.
|
||||
|
||||
{{< figure src="en/rubberband-selection.png" alt="Rubberband selection" >}}
|
||||
|
||||
Finally, if you need to select all notes, just press **Ctrl+A**.
|
||||
|
||||
Once you selected multiple notes, you can mass-edit them in various ways.
|
||||
|
||||
## Editing start and end of notes
|
||||
|
||||
To edit the start or the end of the note, hover an edge of a note until you
|
||||
see the mouse pointer change its icon. Then press and hold the left mouse
|
||||
button, drag left or right to edit, release the mouse button to confirm the
|
||||
edit.
|
||||
|
||||
Snapping options apply here, when snapping is enabled. Moreover, if multiple
|
||||
notes are selected, they all will be shrunk or extended.
|
||||
|
||||
{{< figure src="en/drag-note-ends.png" alt="Drag note ends" >}}
|
||||
|
||||
Quantization effectively means adjusting start and end times of notes in a way
|
||||
that makes them snap to a grid of your choice. It is something you will
|
||||
probably use after real-time recording. Ardour provides some flexibility when
|
||||
applying quantization: you can snap to grid just the starts, just the ends, or
|
||||
both.
|
||||
|
||||
Another command that effectively adjusts the duration of notes is _Legatize_.
|
||||
When you have two notes that begin at different positions on the timeline,
|
||||
_Legatize_ adjusts the end of the note that begins earlier so that it ends
|
||||
exactly where the second note begins. This might mean either expanding or
|
||||
shrinking the duration of the the earlier note:
|
||||
|
||||
{{< figure src="en/legatize.png" alt="legatize" >}}
|
||||
|
||||
As you can see, the first note is expanded to join the second one, and second
|
||||
one is shrunk to join the third one, and the third one is expanded to join the
|
||||
fourth one.
|
||||
|
||||
## Shifting and transposing notes
|
||||
|
||||
You can shift and/or transpose selected notes by just pressing arrow keys on
|
||||
your keyboard. Alternatively, you can hover the middle of one of the selected
|
||||
nodes, press the left mouse button, hold it and then drag the selection
|
||||
left/right or up/down (or both).
|
||||
|
||||
You can also transpose by a given amount of octaves and semitones in one go.
|
||||
Left-click on the region where some notes are selected, choose _Transpose..._.
|
||||
Then specify the amount of octaves and semitones to transpose by.
|
||||
|
||||
{{< figure src="en/transpose.png" alt="Transpose MIDI notes" >}}
|
||||
|
||||
## Editing velocity
|
||||
|
||||
Ardour uses two ways to represent a note's velocity: through color coding and
|
||||
through a 2D chart.
|
||||
|
||||
{{< figure src="en/velocities.png" alt="Velocities" >}}
|
||||
|
||||
The paler the note and the shorter the dark line inside the note, the lower the
|
||||
velocity. A deep red note and the dark line going through the entire note mean
|
||||
the velocity is at (on near) its maximum value.
|
||||
|
||||
To quickly change a note's velocity, hover its middle on the canvas, then start
|
||||
scrolling the mouse wheel up and down to change the velocity value. When
|
||||
multiple notes are selected, each will receive the same amount of adjustment. So
|
||||
you can select, let's say, 3 notes at 25, 50, and 100 velocity values
|
||||
respectively, increment each one by 20, and end up with notes that have 45, 70,
|
||||
and 120 for velocities.
|
||||
|
||||
{{< figure src="en/velocity-tooltip.png" alt="Velocity tooltip" >}}
|
||||
|
||||
A simple way to numerically change velocity (as well as MIDI channel, pitch, and
|
||||
position) is to use the note's properties dialog. Right-click on a note or
|
||||
multiple notes, then select _Edit…_.
|
||||
|
||||
![Editing note properties](en/note-properties.png?width=45vw)
|
||||
|
||||
If multiple notes have been selected, you can mass-change them to the same
|
||||
value. For that enable the _Set selected notes to this velocity_ option before
|
||||
applying changes.
|
||||
|
||||
|
||||
## Editing example start to end
|
||||
|
||||
Let's have a look at this quick real-time performance capture.
|
||||
|
||||
{{< figure src="en/example-original.png" alt="" >}}
|
||||
|
||||
Even without listening to it, a few things stand out:
|
||||
|
||||
- wrong start times;
|
||||
- wrong durations;
|
||||
- velocity all over the place.
|
||||
|
||||
Let's fix it and start with positions and durations.
|
||||
|
||||
1. Press **E** to switch to the _Internal Edit_ mode.
|
||||
Rubberband-select all visible notes.
|
||||
|
||||
{{< figure src="en/example-select-all.png" alt="" >}}
|
||||
|
||||
2. Right-click and select _Quantize_ (or just press **Q**). Use _1/8 Note_
|
||||
or _Main Grid_ for note starts and ends, because in this case, it's the
|
||||
same thing.
|
||||
|
||||
{{< figure src="en/example-quantize-dialog.png" alt="" >}}
|
||||
|
||||
This is already much better:
|
||||
|
||||
{{< figure src="en/example-quantize-result.png" alt="" >}}
|
||||
|
||||
But there are some overlapping notes.
|
||||
|
||||
3. Right-click and select _Legatize_.
|
||||
|
||||
{{< figure src="en/example-legatize.png" alt="" >}}
|
||||
|
||||
4. Press **Arrow Left** key just once to shift all selected notes by one grid
|
||||
unit (it's _1/8 Note_) so that they start right at the beginning of the bar:
|
||||
|
||||
{{< figure src="en/example-shift-left.png" alt="" >}}
|
||||
|
||||
Positions are all fine now. But there's more.
|
||||
|
||||
5. It's time to cleanup velocity. Select all notes but the first one in each of
|
||||
the two bars. You can do that by pressing **Ctrl+A**, then press and hold
|
||||
**Ctrl** and click on the first note in each bars to deselect them. Or you can
|
||||
rubber-band select the first portion (sans the first note), then press and hold
|
||||
**Shift** and add the second portion (sans the first note in that bar as well).
|
||||
|
||||
{{< figure src="en/example-select-all-but-firsts.png" alt="" >}}
|
||||
|
||||
6. Right-click, select _Transform_. We need to set this to more or less the same
|
||||
lower velocity, let's say, 60. So we set Velocity, we set it to an exact value,
|
||||
and we use 60:
|
||||
|
||||
{{< figure src="en/example-transform-all-60.png" alt="" >}}
|
||||
|
||||
This, again, much better:
|
||||
|
||||
{{< figure src="en/example-now-all-60.png" alt="" >}}
|
||||
|
||||
But it's going to sound a little too robotic if we keep it that way.
|
||||
|
||||
7. Let's call the _Transform_ dialog again and add a tiny bit of random
|
||||
variation:
|
||||
|
||||
{{< figure src="en/example-transform-variation-56-to-64.png" alt="" >}}
|
||||
|
||||
Given the small range of the variation, the difference won't be very visible.
|
||||
But if you hover individual notes, you'll see that notes' velocities are now
|
||||
somewhere between 56 and 64.
|
||||
|
||||
8. Finally, click the first note of the first bar and use mouse wheel scrolling
|
||||
to set its velocity to 82, then repeat for the first note of the second bar. You
|
||||
will now how a regular velocity pattern where the first note of each bar sounds
|
||||
louder than the rest of the notes in each bar.
|
||||
|
||||
{{< figure src="en/example-regular-velocity-pattern.png" alt="" >}}
|
||||
|
||||
## Continuing
|
||||
|
||||
This was the last chapter of the _Editing Regions_ section. Next we go into
|
||||
_Mixing_.
|
||||
|
||||
Next: [MIXING SESSIONS](../../mixing-sessions/the-mixer-strip/)
|
||||
|
||||
<!-- ## Editing and creating automation -->
|
Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 24 KiB |
Before Width: | Height: | Size: 21 KiB After Width: | Height: | Size: 21 KiB |
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 125 KiB After Width: | Height: | Size: 125 KiB |
Before Width: | Height: | Size: 17 KiB After Width: | Height: | Size: 17 KiB |
Before Width: | Height: | Size: 90 KiB After Width: | Height: | Size: 90 KiB |
|
@ -0,0 +1,132 @@
|
|||
+++
|
||||
title = "Further region operations"
|
||||
description = "Pitch-shifting, normalizing and other operations on regions in Ardour"
|
||||
chapter = false
|
||||
weight = 6
|
||||
+++
|
||||
|
||||
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.
|
||||
|
||||
{{< figure alt="Region menu" src="en/ardour7-region-menu.png" >}}
|
||||
|
||||
**Play**
|
||||
: Play back from the beginning to the end of that region (**H** shortcut).
|
||||
|
||||
**Tag**
|
||||
: Give a region some meaningful tag, e.g. "Good" that helps distinguishing it
|
||||
from others in the _Regions_ list
|
||||
|
||||
**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 the 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**
|
||||
: This submenu contains useful tools such as _Pitch Shift_ (**Alt+8**) and
|
||||
_Reverse_ (**Alt+4**). _Pitch Shift_ alters the pitch of a region without
|
||||
changing its duration. _Reverse_ makes the region play backwards.
|
||||
|
||||
**Gain**
|
||||
: Has useful options such as _Mute_ (**Alt+1**), _Normalize_ (**Alt+3**),
|
||||
_Boost Gain_ (**Alt+6**), and _Cut Gain_ (**Alt+7**).
|
||||
|
||||
**Duplicate**
|
||||
: Includes _Duplicate_ (shortcut **Alt+D**), _Multi-Duplicate_, and _Fill Track_.
|
||||
These were explained in detail in the
|
||||
[Working with Regions](../working-with-regions) chapter.
|
||||
|
||||
**Loudness Analysis**
|
||||
: Estimates loudness of a region in LUFS, as well as _Peak_ and _True Peak_
|
||||
values.
|
||||
|
||||
**Spectral Analysis**
|
||||
: Window displaying the overall frequency content of the region.
|
||||
|
||||
Feel free to explore by yourself other submenus 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_ (**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_ 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?height=30vh)
|
||||
|
||||
## Normalize
|
||||
|
||||
The _Normalize_ function (**Alt+3** shortcut) 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/ardour7-normalize-window.png?width=20vw)
|
||||
|
||||
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.
|
||||
Be sure to try them out.
|
||||
|
||||
## Reverse
|
||||
|
||||
The _Reverse_ (**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:
|
||||
|
||||
{{< 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`:
|
||||
|
||||
{{< 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
|
||||
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.
|
||||
|
||||
{{< figure alt="combine 3" src="en/ardour7-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)
|
Before Width: | Height: | Size: 126 KiB After Width: | Height: | Size: 126 KiB |
Before Width: | Height: | Size: 1.7 MiB After Width: | Height: | Size: 1.7 MiB |
Before Width: | Height: | Size: 353 KiB After Width: | Height: | Size: 353 KiB |
|
@ -0,0 +1,117 @@
|
|||
+++
|
||||
title = "Non-destructive editing"
|
||||
description = "What is non-destructive editing and how does it work in Ardour?"
|
||||
chapter = false
|
||||
weight = 1
|
||||
+++
|
||||
|
||||
In one of the previous chapters we already discussed that Ardour operates on
|
||||
sessions that encompass all material you have: audio clips, MIDI clips, all
|
||||
effects applied to tracks and busses etc. Before we get to actual editing, let's
|
||||
talk about basics of non-destructive editing, how it's implemented in Ardour,
|
||||
and why it should give you peace of mind when you do some heavy editing.
|
||||
|
||||
## What does non-destructive editing actually mean?
|
||||
|
||||
In a nutshell, a non-destructive approach to editing means this: whatever you
|
||||
do, your source material always stays intact. Instead of writing to original
|
||||
files, a program would rather describe changes you applied, store them in a
|
||||
project file, and then "replay" them when loading that project.
|
||||
|
||||
## How does it work in Ardour?
|
||||
|
||||
Here is a quick example. Let's record a short audio clip, cut it in half and
|
||||
then drag the right half to the right creating a gap:
|
||||
|
||||
{{< figure src="en/non-destructive-editing-cut-move-example.gif"
|
||||
alt="Cutting and moving a audio region" >}}
|
||||
|
||||
Here is what actually happens here. Ardour creates a region that references the
|
||||
original audio file and uses all of its data, from the first to the last sample.
|
||||
|
||||
When you split the file in two, Ardour creates two regions, and they both
|
||||
reference the original file. But now the project file says: the left region
|
||||
starts at this point in time, begins with the first sample of the original file
|
||||
and stops at that sample in the middle, and the second region starts at a
|
||||
different point in time with that sample in the middle of the original file, and
|
||||
then it stops at the last sample of the original file.
|
||||
|
||||
You can cut an audio region into as many smaller clips as you like, move them
|
||||
around tracks, change their start/end points, stretch or contract them etc. The
|
||||
original audio file will never change on the disk.
|
||||
|
||||
When you save a project, all that information is preserved in the session file.
|
||||
When you reopen the session, Ardour reads all these references, loads original
|
||||
files and recreates all edited audio regions from original audio files. That's
|
||||
what "replaying changes" really means.
|
||||
|
||||
If you don't like the way you edited an original take and you are way too far
|
||||
into editing to undo the changes, you can start all over again without recording
|
||||
a new take. For that, you can open the right sidebar by pressing **Shift+L**, go
|
||||
to the _Sources_ tab, grab the name of the original audio file of the take, drop
|
||||
it on any track and then move it around, cut etc.
|
||||
|
||||
{{< figure src="en/non-destructive-editing-redo-all-over-again.gif"
|
||||
alt="Redo the editing all over again" >}}
|
||||
|
||||
Moreover, any effects you apply to a track are also non-destructive. Ardour will
|
||||
apply them to original audio stream and play the result on-the-fly.
|
||||
|
||||
In case of MIDI clips played through a synthesizer, Ardour will use the
|
||||
synthesizer to render a stream of audio data while the playhead is rolling,
|
||||
capture that audio stream, apply effects to it, and then play the resulting
|
||||
audio stream as you go.
|
||||
|
||||
## Differences between audio and MIDI regions
|
||||
|
||||
As you already know, audio files are always intact. But MIDI regions are
|
||||
different: you can actually edit their contents, and the changes are saved to
|
||||
MIDI files on the disk.
|
||||
|
||||
One case where this matters is when you want to combine multiple regions into
|
||||
one. You can do that with audio regions by selecting the ones you want to merge
|
||||
and them use `Region > Edit > Combine`. This will create a kind of a meta-region
|
||||
that references N audio files on the disk.
|
||||
|
||||
However you cannot do the same with MIDI regions primarily because they are
|
||||
editable on disk, and thus combining something that can physically change can
|
||||
wreak havoc on data continuity.
|
||||
|
||||
## Where does Ardour store source material?
|
||||
|
||||
Consider this generic project. You have here several audio tracks representing
|
||||
drums, two audio tracks for bass and solo guitar, and a MIDI track for electric
|
||||
piano.
|
||||
|
||||
{{< figure src="en/session-example.png" alt="Session example" >}}
|
||||
|
||||
If you go to the session folder, you'll find there a number of subfolders,
|
||||
including these two:
|
||||
|
||||
- 'interchange', this is where source audio and MIDI files are stored;
|
||||
- 'plugins', here Ardour saves the state of every instance of every plugin
|
||||
used in the project.
|
||||
|
||||
When you record one instrument, every take you do is represented by one physical
|
||||
audio file per channel. So if you did three takes in a stereo track, you'll have
|
||||
6 audio files.
|
||||
|
||||
## Does Ardour ever change audio data on disk?
|
||||
|
||||
The only time Ardour does anything to actual audio files on the disk is when you
|
||||
explicitely tell you to remove audio files that aren't used anywhere in the
|
||||
project. Typically this is done when you did dozens of takes, you made your
|
||||
choice and you don't want these files on the disk anymore because they take
|
||||
space.
|
||||
|
||||
Even then, you do it in two steps. First you go to `Session > Clean-up >
|
||||
Clean-up Unused Sources` to put unused original files into a trash bin, then you
|
||||
separately go to `Session > Clean-up > Flush Wastebasket` to actually tell
|
||||
Ardour to remove unused files physically.
|
||||
|
||||
## Continuing
|
||||
|
||||
Now that you are familiar with basics of non-destructive editing, let's do some
|
||||
actual arranging and editing.
|
||||
|
||||
Next: [ARRANGING TRACKS](../arranging-tracks)
|
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|
@ -0,0 +1,48 @@
|
|||
+++
|
||||
title = "Setting up time signature"
|
||||
description = "How to set up time signature in Ardour"
|
||||
chapter = false
|
||||
weight = 3
|
||||
+++
|
||||
|
||||
The _time signature_ determines the musical speed of the passage we are
|
||||
composing and is measured in _beats per bars_.
|
||||
|
||||
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 time signature before we continue.
|
||||
|
||||
To see the time-signature-related timelines for the session, you can
|
||||
right-click anywhere in the "header" of the rulers and check the following
|
||||
options: _Time Signature_, _Bars & Beats_, and _Tempo_.
|
||||
|
||||
{{< figure src="en/ardour7-ts-timeline.png" alt="Time signature">}}
|
||||
|
||||
There is always at least one marker for both the time signature and the tempo
|
||||
in the session, right in the beginning of the timeline. You can change either
|
||||
of the two further in the session. To do that, you need to pick either time
|
||||
or bar and beat on the timeline, right-click on the dedicated timeline lane,
|
||||
choose _New Time Signature_ or _New Tempo_, and provide a new value in the
|
||||
newly opened dialog.
|
||||
|
||||
{{< figure src="en/ardour7-new-time-signature.png" alt="New Time Signature" >}}
|
||||
|
||||
You can also easily change the latest time signature or tempo even if you
|
||||
scrolled past the point in time where you can see the marker on the timeline.
|
||||
Simply click on either tempo or TS button right below the secondary clock and
|
||||
provide a new value in the newly opened dialog.
|
||||
|
||||
![Tempo and Time Signature](en/Ardour5_Edit_TS_and_Tempo.png?width=25vw)
|
||||
|
||||
For the tempo (button on the left), choose the number of beats per minute (bpm)
|
||||
for your session.
|
||||
|
||||
For the _time signature_ (button with "TS" caption on the right), you can
|
||||
enter new values for the _beats per bar_ as well as the _note value_.
|
||||
|
||||
## 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)
|
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|
@ -0,0 +1,68 @@
|
|||
+++
|
||||
title = "Stretching & shrinking regions"
|
||||
description = "Stretching and shrinking regions in Ardour"
|
||||
chapter = false
|
||||
weight = 9
|
||||
+++
|
||||
|
||||
Regions can be stretched or shrunk in length without changing their pitch by
|
||||
using the _Stretch/Shrink Regions_ tool (**T** shortcut, for "Time-stretch").
|
||||
|
||||
![Stretch/Shrink Regions tool](en/ardour7-stretch-shrink-edit-mode.png?width=20vw)
|
||||
|
||||
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.
|
||||
|
||||
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. Ardour will also
|
||||
display the new duration of the region next to the highlighted area in units of
|
||||
the primary clock.
|
||||
|
||||
{{< figure src="en/ardour7-stretch-shrink-highlight.png" alt="Stretching highlight" >}}
|
||||
|
||||
## 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](https://freesound.org/people/walkerbelm/sounds/1168/)
|
||||
to the rhythmic passage we composed in the _Creating Looped Sections_ chapter.
|
||||
|
||||
After importing this synth line, you will see that the length of the 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. More importantly, while the first note matches
|
||||
the beginning of the kick drum's sound above, the second note is clearly
|
||||
off-beat.
|
||||
|
||||
{{< figure src="en/ardour7-stretch-shrink-1.png" alt="Non-matching regions" >}}
|
||||
|
||||
We can correct this by using the _Stretch/Shrink_ tool. Select the region you
|
||||
wish to stretch, switch to the tool, click on the right side of the region, then
|
||||
drag the cursor until the newly created highlight area matches the new length,
|
||||
that is, all the way to the second bar (again assisted by the _Grid_ settings).
|
||||
|
||||
{{< figure src="en/ardour7-stretch-shrink-action.png" alt="Stretching" >}}
|
||||
|
||||
When you release the mouse button, the _Time Stretch Audio_ dialog appears. You
|
||||
can experiment with different settings for the _Time Stretch_ operation. Each
|
||||
will affect the sound in a different way. It's a good idea to try different
|
||||
stretch settings to find out which one gives you the result you're most happy
|
||||
with.
|
||||
|
||||
![Time Stretch Audio dialog](en/ardour7-stretch-shrink-2.png?width=30vw)
|
||||
|
||||
Click **Stretch/Shrink** in the _Time Stretch Audio_ dialog to start the
|
||||
operation.
|
||||
|
||||
When the 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.
|
||||
|
||||
{{< figure src="en/ardour7-stretch-shrink-3.png" alt="Stretched audio region" >}}
|
||||
|
||||
## Continuing
|
||||
|
||||
Now let's talk about editing MIDI regions.
|
||||
|
||||
Next: [EDITING MIDI REGIONS](../editing-midi-regions/)
|
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|
@ -0,0 +1,110 @@
|
|||
+++
|
||||
title = "Using ranges"
|
||||
description = "How to create and edit range selection in Ardour"
|
||||
chapter = false
|
||||
weight = 4
|
||||
+++
|
||||
|
||||
A _range_ is a selection of the timeline that can include one or more tracks. It
|
||||
has many uses like selecting a portion of audio/MIDI data to cut it.
|
||||
|
||||
{{< figure src="en/ardour7-range-example.png" alt="Range example" >}}
|
||||
|
||||
## Creating ranges
|
||||
|
||||
There are two common ways to create a range:
|
||||
|
||||
1. You can do it with the _Grab_ tool (**G** shortcut) when the _Smart_ mode is
|
||||
enabled. In that case you need to position the mouse pointer around the middle
|
||||
of a track vertically to start selecting data rather than picking and moving a
|
||||
region. The mouse pointer looking like a vertical line means you are good to
|
||||
start selecting.
|
||||
|
||||
2. You can also use the dedicated _Range_ tool (**R** shortcut). In this case,
|
||||
just click and drag anywhere on the canvas to start selecting.
|
||||
|
||||
You can select data of multiple tracks at once as seen on the screenshot above.
|
||||
To do that, just drag the mouse pointer upwards or downwards crossing the
|
||||
border between tracks.
|
||||
|
||||
When the _Editor List_ dock is available, you can see range properties on top of
|
||||
it: start/end times of the range as well as its duration. When a range is
|
||||
created, the _Tracks & Busses_ tab will also select tracks that the range
|
||||
crosses.
|
||||
|
||||
![Range properties](en/ardour7-range-properties.png?height=60vh)
|
||||
|
||||
It can be useful to create ranges that align with the edges of regions on your
|
||||
timeline. To do that, enable the _Snap_ option in the toolbar and select _No
|
||||
Grid_ in the drop-down list next to it.
|
||||
|
||||
![Snap to region boundaries](en/ardour7-snap-to-region-boundaries.png?width=10vw)
|
||||
|
||||
## Editing ranges
|
||||
|
||||
Once you created a range, you can easily tweak it's start and end positions by
|
||||
hovering range boundaries with the mouse pointer, grabbing them and dragging to
|
||||
the left or to the right.
|
||||
|
||||
{{< figure src="en/ardour7-editing-ranges.gif" alt="Editing ranges" >}}
|
||||
|
||||
If you forgot to include a track into a range, you don't need to redo the range
|
||||
selection. Just hold **Ctrl** button and click on the track's header on the
|
||||
canvas. Alternatively, hold **Ctrl** and click on track's name in the _Tracks &
|
||||
Busses_ tab of the _Editor List_ dock.
|
||||
|
||||
{{< figure src="en/ardour7-adding-track-to-range.gif" alt="Adding track to range" >}}
|
||||
|
||||
## Playing back ranges in 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.
|
||||
|
||||
{{< figure src="en/ardour7-loop-range-menu-command.png" alt="Loop Range in the right-click menu" >}}
|
||||
|
||||
Zoom out if needed (**-**) to see full bars in the timeline. Use the _Range_
|
||||
tool to select an entire bar, then right-click inside a range and pick one of
|
||||
the two commands:
|
||||
|
||||
1. _Loop Range_ (on the screenshot above) to create a loop and start playing it
|
||||
immediately.
|
||||
|
||||
2. _Set loop from selection_ to only create loop markers withut immediate
|
||||
playback.
|
||||
|
||||
{{< figure src="en/ardour7-looped-range-playback.png" alt="Looped range playback" >}}
|
||||
|
||||
As long as loop markers are there, you can start playing back that portion of
|
||||
the timeline in a loop whenever you like (on the screenshot above). To do that,
|
||||
either click the **Play loop range** button in the _Transport_ toolbar or press
|
||||
the **L** shortcut.
|
||||
|
||||
![Loop range button in Transport](en/ardour7-play-loop-range-button.png?width=35vw)
|
||||
|
||||
You can also tweak the position of loop markers while playing the range in a
|
||||
loop. Just grab a marker and drag it to the left or to the right.
|
||||
|
||||
## More editing options for ranges
|
||||
|
||||
There are more operations you can do on ranges, all available in the right-click
|
||||
menu:
|
||||
|
||||
- _Separate_ will cut the original regions at range borders.
|
||||
- _Duplicate_ will create one copy of the range and place it starting at the
|
||||
right border of the range. Any existing data will be overlaid, so you can still
|
||||
access it.
|
||||
- _Crop Region To Range_ will trim affected regions to the extent of the range.
|
||||
|
||||
You can also inspect loudness and spectral characteristics of data in a range or
|
||||
export just the data inside a range rather than the entire session (see [this
|
||||
chapter](../../exporting-sessions/exporting-a-range/) for more info on exporting
|
||||
ranges).
|
||||
|
||||
## 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)
|