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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

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[submodule "themes/hugo-theme-relearn"]
path = themes/hugo-theme-relearn
url = git@github.com:McShelby/hugo-theme-relearn.git

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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
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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
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To do so, attach the following notices to the program. It is safest
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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
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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>.

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# 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.

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---
title: "{{ replace .Name "-" " " | title }}"
date: {{ .Date }}
draft: true
---

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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

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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/)

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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/)

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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/)

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chapter = true
weight = 8
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### 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/)

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### 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/)

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### 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/)

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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.

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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.

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chapter = false
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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.

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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.

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description = "Terminology used in this Ardour tutorial"
chapter = false
weight = 2
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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**.

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@ -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.

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+++
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**
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The precise terms and conditions for copying, distribution and
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**END OF TERMS AND CONDITIONS**

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+++
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.

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+++
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.

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+++
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/)

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+++
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/)

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+++
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/)

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+++
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)

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+++
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)

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+++
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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+++
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 -->

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+++
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)

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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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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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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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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)

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