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399 lines
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<!doctype html><html lang=en class="js csstransforms3d"><head><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=generator content="Hugo 0.95.0"><meta name=description content><link rel=icon href=/ardour-tutorial/images/favicon.png type=image/png><title>Glossary :: Ardour tutorial</title><link href=/ardour-tutorial/css/nucleus.css?1647909691 rel=stylesheet><link href=/ardour-tutorial/css/fontawesome-all.min.css?1647909691 rel=stylesheet><link href=/ardour-tutorial/css/hybrid.css?1647909691 rel=stylesheet><link href=/ardour-tutorial/css/featherlight.min.css?1647909691 rel=stylesheet><link href=/ardour-tutorial/css/perfect-scrollbar.min.css?1647909691 rel=stylesheet><link href=/ardour-tutorial/css/auto-complete.css?1647909691 rel=stylesheet><link href=/ardour-tutorial/css/atom-one-dark-reasonable.css?1647909691 rel=stylesheet><link href=/ardour-tutorial/css/theme.css?1647909691 rel=stylesheet><link href=/ardour-tutorial/css/tabs.css?1647909691 rel=stylesheet><link href=/ardour-tutorial/css/hugo-theme.css?1647909691 rel=stylesheet><link href=/ardour-tutorial/css/theme-blue.css?1647909691 rel=stylesheet><script src=/ardour-tutorial/js/jquery-3.3.1.min.js?1647909691></script><style>:root #header+#content>#left>#rlblock_left{display:none!important}:not(pre)>code+span.copy-to-clipboard{display:none}</style></head><body data-url=/ardour-tutorial/en/appendices/glossary/><nav id=sidebar><div id=header-wrapper><div id=header><a id=logo href=/ardour-tutorial/en/><svg id="Layer_1" width="92" height="80" viewBox="0 0 92 80" enable-background="new 0 0 92 80" xmlns="http://www.w3.org/2000/svg" xmlns:svg="http://www.w3.org/2000/svg"><defs id="defs6"/><path id="path6984" fill="#c61f40" d="M45.586.44-.082 79.558c3.356.0 2.828-2.382 4.417-2.382 1.681.004 1.367 1.19 2.951 1.19.814.0 1.467-.806 1.466-2.804.0-2.664.661-4.017 1.476-4.017s1.476 1.187 1.476 2.372c0 1.492.662 2.678 1.476 2.678.814.0 1.477-2.019 1.477-4.512l-.01-2.857c0-3.447.661-6.24 1.476-6.24s1.477 1.207 1.476 5.112c0 3.104.662 6.198 1.476 6.198s1.478-3.602 1.477-9.382c0-6.68.65-10.996 1.465-10.996s1.477 4.32 1.476 8.582c0 4.977.662 9.878 1.477 9.878s1.477-4.902 1.476-11.701c0-7.302.651-12.609 1.466-12.609.813.0 1.477 5.308 1.476 11.406.0 6.4.661 11.955 1.476 11.955s1.476-5.551 1.476-12.661c0-7.109.651-12.766 1.466-12.766s1.476 5.656 1.476 12.649c0 6.994.662 12.641 1.476 12.641s1.477-5.65 1.477-12.397c0-6.602.65-12.135 1.465-12.135s1.476 5.53 1.476 12.746c0 6.952.663 12.271 1.477 12.271.813.0 1.477-5.318 1.476-11.332.0-5.651.651-10.669 1.465-10.669s1.478 5.027 1.477 11.882c0 6.413.661 11.068 1.476 11.068s1.477-4.657 1.476-9.667c0-4.514.651-8.781 1.466-8.781s1.477 4.265 1.476 10.32c0 5.522.662 9.351 1.476 9.351s1.477-3.825 1.477-7.727c0-3.353.65-6.737 1.465-6.737s1.476 3.382 1.476 8.382c0 4.449.662 7.389 1.477 7.389s1.476-2.586 1.476-5.407c0-2.911.662-5.145 1.476-5.145s1.466 2.501 1.466 6.356c0 3.345.661 5.439 1.476 5.439s1.476-1.732 1.476-3.479c0-1.801.662-3.563 1.477-3.563.813.0 1.465 1.703 1.465 4.459.0 2.317.662 3.668 1.477 3.668s1.477-.941 1.477-2.034c0-1.438.661-2.098 1.476-2.098s1.466.987 1.466 2.814c0 1.44.661 2.192 1.476 2.192 1.539.0 1.331-1.917 2.951-1.929 1.773.0 1.253 2.571 2.941 2.571 1.217.0 2.159-.469 2.952-.474 1.316.0 1.408.928 4.416.928L45.588.44H45.586z" style="fill:#000"/></svg></a></div><div class=searchbox><label for=search-by><i class="fas fa-search"></i></label>
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<script type=text/javascript>var baseurl="https://prokoudine.github.io/ardour-tutorial/en"</script><script type=text/javascript src=/ardour-tutorial/js/search.js?1647909691></script></div><section id=homelinks><ul><li><a class=padding href=/ardour-tutorial/en/><i class="fas fa-home"></i> Home</a></li></ul></section><div class=highlightable><ul class=topics><li data-nav-id=/ardour-tutorial/en/introduction/ title=Introduction class=dd-item><a href=/ardour-tutorial/en/introduction/><b>1. </b>Introduction</a><ul><li data-nav-id=/ardour-tutorial/en/introduction/conventions/ title=Conventions class=dd-item><a href=/ardour-tutorial/en/introduction/conventions/>Conventions</a></li><li data-nav-id=/ardour-tutorial/en/introduction/what-is-digital-audio/ title="What is digital audio?" class=dd-item><a href=/ardour-tutorial/en/introduction/what-is-digital-audio/>What is digital audio?</a></li></ul></li><li data-nav-id=/ardour-tutorial/en/getting-started/ title="Getting started" class=dd-item><a href=/ardour-tutorial/en/getting-started/><b>2. </b>Getting started</a><ul><li data-nav-id=/ardour-tutorial/en/getting-started/starting-jack/ title="Starting JACK" class=dd-item><a href=/ardour-tutorial/en/getting-started/starting-jack/>Starting JACK</a></li><li data-nav-id=/ardour-tutorial/en/getting-started/starting-ardour-on-ubuntu/ title="Starting Ardour" class=dd-item><a href=/ardour-tutorial/en/getting-started/starting-ardour-on-ubuntu/>Starting Ardour</a></li><li data-nav-id=/ardour-tutorial/en/getting-started/overview-of-the-interface/ title="Overview of the Interface" class=dd-item><a href=/ardour-tutorial/en/getting-started/overview-of-the-interface/>Overview of the Interface</a></li></ul></li><li data-nav-id=/ardour-tutorial/en/starting-sessions/ title="Starting sessions" class=dd-item><a href=/ardour-tutorial/en/starting-sessions/><b>3. </b>Starting sessions</a><ul><li data-nav-id=/ardour-tutorial/en/starting-sessions/starting-a-session/ title="Starting a session" class=dd-item><a href=/ardour-tutorial/en/starting-sessions/starting-a-session/>Starting a session</a></li><li data-nav-id=/ardour-tutorial/en/starting-sessions/setting-up-the-timeline/ title="Setting up the timeline" class=dd-item><a href=/ardour-tutorial/en/starting-sessions/setting-up-the-timeline/>Setting up the timeline</a></li><li data-nav-id=/ardour-tutorial/en/starting-sessions/creating-a-track-or-bus/ title="Creating a track or a bus" class=dd-item><a href=/ardour-tutorial/en/starting-sessions/creating-a-track-or-bus/>Creating a track or a bus</a></li><li data-nav-id=/ardour-tutorial/en/starting-sessions/importing-audio/ title="Importing audio" class=dd-item><a href=/ardour-tutorial/en/starting-sessions/importing-audio/>Importing audio</a></li><li data-nav-id=/ardour-tutorial/en/starting-sessions/recording-audio/ title="Recording audio" class=dd-item><a href=/ardour-tutorial/en/starting-sessions/recording-audio/>Recording audio</a></li><li data-nav-id=/ardour-tutorial/en/starting-sessions/understanding-routing/ title="Understanding routing" class=dd-item><a href=/ardour-tutorial/en/starting-sessions/understanding-routing/>Understanding routing</a></li><li data-nav-id=/ardour-tutorial/en/starting-sessions/routing-between-applications/ title="Routing between applications" class=dd-item><a href=/ardour-tutorial/en/starting-sessions/routing-between-applications/>Routing between applications</a></li></ul></li><li data-nav-id=/ardour-tutorial/en/editing-sessions/ title="Editing sessions" class=dd-item><a href=/ardour-tutorial/en/editing-sessions/><b>4. </b>Editing sessions</a><ul><li data-nav-id=/ardour-tutorial/en/editing-sessions/arranging-tracks/ title="Arranging tracks" class=dd-item><a href=/ardour-tutorial/en/editing-sessions/arranging-tracks/>Arranging tracks</a></li><li data-nav-id=/ardour-tutorial/en/editing-sessions/setting-up-the-meter/ title="Setting up the meter" class=dd-item><a href=/ardour-tutorial/en/editing-sessions/setting-up-the-meter/>Setting up the meter</a></li><li data-nav-id=/ardour-tutorial/en/editing-sessions/using-ranges/ title="Using ranges" class=dd-item><a href=/ardour-tutorial/en/editing-sessions/using-ranges/>Using ranges</a></li><li data-nav-id=/ardour-tutorial/en/editing-sessions/working-with-regions/ title="Working with regions" class=dd-item><a href=/ardour-tutorial/en/editing-sessions/working-with-regions/>Working with regions</a></li><li data-nav-id=/ardour-tutorial/en/editing-sessions/further-region-operations/ title="Further region operations" class=dd-item><a href=/ardour-tutorial/en/editing-sessions/further-region-operations/>Further region operations</a></li><li data-nav-id=/ardour-tutorial/en/editing-sessions/changing-edit-modes/ title="Changing edit modes" class=dd-item><a href=/ardour-tutorial/en/editing-sessions/changing-edit-modes/>Changing edit modes</a></li><li data-nav-id=/ardour-tutorial/en/editing-sessions/creating-looped-sections/ title="Creating looped sections" class=dd-item><a href=/ardour-tutorial/en/editing-sessions/creating-looped-sections/>Creating looped sections</a></li><li data-nav-id=/ardour-tutorial/en/editing-sessions/stretching-shrinking-regions/ title="Stretching & shrinking regions" class=dd-item><a href=/ardour-tutorial/en/editing-sessions/stretching-shrinking-regions/>Stretching & shrinking regions</a></li></ul></li><li data-nav-id=/ardour-tutorial/en/mixing-sessions/ title="Mixing sessions" class=dd-item><a href=/ardour-tutorial/en/mixing-sessions/><b>5. </b>Mixing sessions</a><ul><li data-nav-id=/ardour-tutorial/en/mixing-sessions/the-mixer-strip/ title="The mixer strip" class=dd-item><a href=/ardour-tutorial/en/mixing-sessions/the-mixer-strip/>The mixer strip</a></li><li data-nav-id=/ardour-tutorial/en/mixing-sessions/mixing-levels/ title="Mixing levels" class=dd-item><a href=/ardour-tutorial/en/mixing-sessions/mixing-levels/>Mixing levels</a></li><li data-nav-id=/ardour-tutorial/en/mixing-sessions/panning/ title=Panning class=dd-item><a href=/ardour-tutorial/en/mixing-sessions/panning/>Panning</a></li><li data-nav-id=/ardour-tutorial/en/mixing-sessions/using-plugins/ title="Using plugins" class=dd-item><a href=/ardour-tutorial/en/mixing-sessions/using-plugins/>Using plugins</a></li><li data-nav-id=/ardour-tutorial/en/mixing-sessions/using-sends/ title="Using sends" class=dd-item><a href=/ardour-tutorial/en/mixing-sessions/using-sends/>Using sends</a></li><li data-nav-id=/ardour-tutorial/en/mixing-sessions/dynamics/ title=Dynamics class=dd-item><a href=/ardour-tutorial/en/mixing-sessions/dynamics/>Dynamics</a></li><li data-nav-id=/ardour-tutorial/en/mixing-sessions/equalizing/ title=Equalizing class=dd-item><a href=/ardour-tutorial/en/mixing-sessions/equalizing/>Equalizing</a></li><li data-nav-id=/ardour-tutorial/en/mixing-sessions/using-automation/ title="Using automation" class=dd-item><a href=/ardour-tutorial/en/mixing-sessions/using-automation/>Using automation</a></li></ul></li><li data-nav-id=/ardour-tutorial/en/exporting-sessions/ title="Exporting sessions" class=dd-item><a href=/ardour-tutorial/en/exporting-sessions/><b>6. </b>Exporting sessions</a><ul><li data-nav-id=/ardour-tutorial/en/exporting-sessions/exporting-a-region/ title="Exporting regions" class=dd-item><a href=/ardour-tutorial/en/exporting-sessions/exporting-a-region/>Exporting regions</a></li><li data-nav-id=/ardour-tutorial/en/exporting-sessions/exporting-a-range/ title="Exporting a range" class=dd-item><a href=/ardour-tutorial/en/exporting-sessions/exporting-a-range/>Exporting a range</a></li><li data-nav-id=/ardour-tutorial/en/exporting-sessions/exporting-a-session/ title="Exporting a session" class=dd-item><a href=/ardour-tutorial/en/exporting-sessions/exporting-a-session/>Exporting a session</a></li></ul></li><li data-nav-id=/ardour-tutorial/en/saving-sessions/ title="Saving sessions" class=dd-item><a href=/ardour-tutorial/en/saving-sessions/><b>7. </b>Saving sessions</a><ul><li data-nav-id=/ardour-tutorial/en/saving-sessions/saving-a-session/ title="Saving a session" class=dd-item><a href=/ardour-tutorial/en/saving-sessions/saving-a-session/>Saving a session</a></li><li data-nav-id=/ardour-tutorial/en/saving-sessions/saving-a-snapshot/ title="Saving a snapshot" class=dd-item><a href=/ardour-tutorial/en/saving-sessions/saving-a-snapshot/>Saving a snapshot</a></li><li data-nav-id=/ardour-tutorial/en/saving-sessions/saving-a-template/ title="Saving a template" class=dd-item><a href=/ardour-tutorial/en/saving-sessions/saving-a-template/>Saving a template</a></li></ul></li><li data-nav-id=/ardour-tutorial/en/appendices/ title=Appendices class="dd-item
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parent"><a href=/ardour-tutorial/en/appendices/><b>8. </b>Appendices</a><ul><li data-nav-id=/ardour-tutorial/en/appendices/further-help/ title="Further help" class=dd-item><a href=/ardour-tutorial/en/appendices/further-help/>Further help</a></li><li data-nav-id=/ardour-tutorial/en/appendices/glossary/ title=Glossary class="dd-item active"><a href=/ardour-tutorial/en/appendices/glossary/>Glossary</a></li><li data-nav-id=/ardour-tutorial/en/appendices/links/ title=Links class=dd-item><a href=/ardour-tutorial/en/appendices/links/>Links</a></li><li data-nav-id=/ardour-tutorial/en/appendices/credits/ title=Credits class=dd-item><a href=/ardour-tutorial/en/appendices/credits/>Credits</a></li><li data-nav-id=/ardour-tutorial/en/appendices/license/ title=License class=dd-item><a href=/ardour-tutorial/en/appendices/license/>License</a></li></ul></li></ul><section id=shortcuts><h3>More</h3><ul><li><a class=padding href=https://github.com/prokoudine/ardour-tutorial><i class="fab fa-fw fa-github"></i> This tutorial on GitHub</a></li><li><a class=padding href=https://ardour.org/><i class="fas fa-fw fa-home"></i> Ardour's homepage</a></li><li><a class=padding href=https://manual.ardour.org><i class="fas fa-fw fa-bookmark"></i> User manual</a></li><li><a class=padding href=https://discourse.ardour.org/><i class="fas fa-fw fa-users"></i> Forum</a></li><li><a class=padding href=https://prokoudine.github.io/ardour-tutorial/en/appendices/credits/><i class="fas fa-fw fa-bullhorn"></i> Credits</a></li></ul></section><section id=prefooter><hr><ul><li><a class=padding><i class="fas fa-language fa-fw"></i><div class=select-style><select id=select-language onchange="location=this.value"><option id=en value=https://prokoudine.github.io/ardour-tutorial/en/appendices/glossary/ selected>English</option></select><svg id="Capa_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" width="255" height="255" viewBox="0 0 255 255" style="enable-background:new 0 0 255 255"><g><g id="arrow-drop-down"><polygon points="0,63.75 127.5,191.25 255,63.75"/></g></g></svg></div></a></li></ul></section><section id=footer><p>Built with <a href=https://github.com/matcornic/hugo-theme-learn><i class="fas fa-heart"></i></a> from <a href=https://getgrav.org>Grav</a> and <a href=https://gohugo.io/>Hugo</a></p></section></div></nav><section id=body><div id=overlay></div><div class="padding highlightable"><div><div id=top-bar><div id=breadcrumbs itemscope itemtype=http://data-vocabulary.org/Breadcrumb><span id=sidebar-toggle-span><a href=# id=sidebar-toggle data-sidebar-toggle><i class="fas fa-bars"></i></a></span>
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<span id=toc-menu><i class="fas fa-list-alt"></i></span>
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<span class=links><a href=/ardour-tutorial/en/>Home</a> > <a href=/ardour-tutorial/en/appendices/>Appendices</a> > Glossary</span></div><div class=progress><div class=wrapper><nav id=TableOfContents></nav></div></div></div></div><div id=head-tags></div><div id=body-inner><h1>Glossary</h1><p>This glossary offers brief definitions for many or the terms used throuhout the Ardour3 FLOSS Tutorial.</p><dl><dt><strong>Aggregate Device</strong> (Mac OS X)</dt><dd>An Aggregate Device is one virtual soundcard made of of two or more
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physical soundcards. PowerBooks and MacBooks made in 2007 or later will
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need this set up in order for <strong>JACK</strong> to have both input and output
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channels. This is set up in the <strong>Audio MIDI Setup</strong> application.</dd><dt><strong>AIFF</strong></dt><dd>A sound file format developed by Apple and commonly used for lossless
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and uncompressed audio. AIFF files are compatible with Windows,
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Macintosh and Linux operating systems.</dd><dt><strong>ALSA</strong> (Linux)</dt><dd>Advanced Linux Sound Architecture. ALSA provides audio and MIDI
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functionality to the Linux operating system.</dd><dt><strong>Amplitude</strong> (mixing)</dt><dd>The strength of an audio signal. The scale of amplitude is
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<strong>logarithmic</strong>, since it expresses the physical ratio of power between
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one sound and another. Levels in digital audio systems are usually
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represented as the number of Decibels below the clipping point of 0 dB.
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See also <strong>loudness</strong>.
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<strong>Arm</strong> (Track to record/Ardour to record)</dd><dd>Action that makes Ardour ready to start recording. Before recording in
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Ardour, one or more tracks need to be armed first, and then Ardour needs
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to be armed itself.</dd><dt><strong>Artifacts</strong> (sound)</dt><dd>Perceivable distortion or decrease in sound quality generated as a
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by-product of certain signal processing operations. Artefacts are
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usually seen as undesirable or unexpected results of an otherwise
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intentional sound transformation.</dd><dt><strong>Attenuation</strong></dt><dd>Reducing the <strong>level</strong> of an audio signal, usually measured using a
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<strong>logarithmic</strong> scale. See also <strong>gain</strong>.</dd><dt><strong>Audio MIDI Setup</strong> (Mac OS X)</dt><dd>The Audio MIDI Setup utility is a program that comes with the Mac OS X
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operating system for adjusting the computer’s audio input and output
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configuration settings and managing MIDI devices.</dd><dt><strong>Audio Unit Plugins</strong></dt><dd>Audio Unit (AU) is a plugin architecture in Mac OS X computers. It may
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be thought of as Apple’s equivalent to the popular VST plugin format by
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Steinberg. Mac OS X comes with a collection of AU plug-ins such as EQ
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filters, dynamic processors, delay, reverb, time stretch, among others.</dd><dt><strong>Audition</strong></dt><dd>The auditioner is a hidden mixer strip which auditioned regions are
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played back through. Auditioning a region will play only that region,
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without processing sends or plugins.</dd><dt><strong>Automation</strong></dt><dd>Automation is the automatic adjustment of various parameters such as
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gain, panning or plugin settings. Changes can be made once and then will
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be repeated every time the mix is replayed. Automation in Ardour is
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controlled by automation lines linked to each Track or Bus.</dd><dt><strong>Auxiliary Controls</strong></dt><dd>Buttons on the top right side of the controls found in the Editor
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Window: Punch In/Out, Auto Play, Auto Return, Auto Input, Click, Solo,
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and Audition.</dd><dt><strong>Amplitude</strong></dt><dd>The level or magnitude of a signal. Audio signals with a higher
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amplitude usually sound louder.</dd><dt><strong>Bands</strong> (equalization)</dt><dd>The particular frequency regions to be boosted or attenuated in the
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process of <strong>Equalization</strong>.</dd><dt><strong>Bars</strong> (music)</dt><dd>Same as ‘measure’, a bar is a metrical unit. In Western notation, it is
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the space comprised between two vertical lines drawn through the staff.
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The specific duration of a bar depends of its <strong>time signature</strong> and the
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current <strong>Tempo</strong> of the music.</dd><dt><strong>Bass</strong> (Frequencies)</dt><dd>A generic way of referring to the lower frequencies of the <strong>Spectrum</strong>
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of a sound.</dd><dt><strong>Beat</strong></dt><dd>The basic pulse underlying a piece of music.</dd><dt><strong>Beats per Minute</strong></dt><dd>Beats per minute (BPM) is a measure of Tempo in music. A rate of 60
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beats per minute means that one beat will occur every second; 120 bpm
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equals two beats per second, and so on. BPM indications usually appear
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at the beginning of a traditional musical score as a metronome mark (for
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example, “quarter note equals 60”, meaning one quarter note per second).</dd><dt><strong>Bit</strong></dt><dd>A bit (<strong>bi</strong>nary dig<strong>it</strong>) is a single number with a value of either 0
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or 1.</dd><dt><strong>Bit Depth</strong></dt><dd>Refers to the number of bits used to write a <strong>sample</strong>. In the CD
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standard, each sample of audio is represented by a 16-bit number. This
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gives 2^16 (two to the power of sixteen = 65,536) possible values that
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a sample can have. A higher bit depth means a greater possible <strong>dynamic
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range</strong>. Studio recordings are usually first made recorded with a bit
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depth of 24 (or even 32) to preserve as much detail before transfer to
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CD. DVDs are made at 24 bit, while video games from the 1980s remain
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famous for their distinctively rough “8 bit sound”. Bit depth is also
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referred to as <strong>word length</strong>.</dd><dt><strong>Buffer Size</strong> (JACK)</dt><dd>The buffer is a section of memory specifically allotted to temporary
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signal data. Small buffer sizes allow a lower latency and so are needed
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when using audio applications that require real-time interaction. The
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drawback is that CPU consumption for the system is higher with smaller
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buffer sizes. Larger buffers (like 512 or 1024) can be used when there
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is no such requirement.</dd><dt><strong>Built-in Input and Output</strong></dt><dd>These are the default interfaces for getting sound in and out of your
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computer if you don’t have an external sound card. In a laptop, they are
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the common input (mic) and output (headphone) connections.</dd><dt><strong>Bus</strong></dt><dd>A bus is similar to a <strong>Track</strong> except that it does not contain its
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own regions. You cannot record directly into a bus or drag regions into
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it. The Mixer Strip vertically represents the signal flow of a bus,
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whereas the Main Canvas horizontally displays time-based information for
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each bus (such as automation lines).</dd><dt><strong>BWF</strong></dt><dd>Broadcast Wave Format (BWF) is an extension of the popular Microsoft
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WAVE audio format and is the recording format of most file-based
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non-linear digital recorders used for motion picture and television
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production. This file format allows the inclusion of metadata to
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facilitate the seamless exchange of sound data between different
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computer platforms and applications.</dd><dt><strong>CAF</strong></dt><dd>CAF (Core Audio Format) is a file format for storing audio, developed by
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Apple. It is compatible with Mac OS X 10.4 and higher. The Core Audio
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Format is designed to overcome limitations of older digital audio
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formats, including AIFF and WAV. Just like the QuickTime .mov file
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format, a .caf file format can contain many different audio formats,
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metadata tracks, and much more data.</dd><dt><strong>Center Frequency</strong></dt><dd>In some EQ plugins, the user has the possibility of choosing the center
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frequency for each of the Frequency Bands. The center frequency of a
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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.</dd><dt><strong>Click</strong> (Mouse)</dt><dd>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”.</dd><dt><strong>Clipping</strong></dt><dd>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
|
|
<strong>distortion</strong>, loss of audio detail, and artefact <strong>frequencies</strong> which
|
|
were not present in the original sound.</dd><dt><strong>Clipping Point</strong></dt><dd>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).</dd><dt><strong>Clocks</strong></dt><dd>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.</dd><dt><strong>Compile</strong></dt><dd>FLOSS applications are distributed as source code, which is
|
|
human-readable but cannot be run as an actual application. To turn this
|
|
source code into a running application, it must first be Compiled. When
|
|
you download a disk image for Mac OS X or a software package from your
|
|
distribution (such as Ubuntu, Debian or Fedora), it has been compiled
|
|
for you already. However, if you wish to add features (such as support
|
|
for <strong>VST Plugins</strong>) which your distribution does not provide, then you
|
|
must Compile the application from source code yourself.</dd><dt><strong>Compression</strong>(DSP)</dt><dd>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)</dd><dt><strong>Compression</strong> (data)</dt><dd>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.</dd><dt><strong>Connections Manager</strong>(JACK)</dt><dd>The window in Jack that allows to manage all connections between audio
|
|
inputs and outputs.</dd><dt><strong>CoreAudio</strong>(Mac OS X)</dt><dd>CoreAudio provides audio functionality to the Mac OS X operating system.</dd><dt><strong>Cursor Modes</strong></dt><dd>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.</dd><dt><strong>Decibels</strong></dt><dd>Decibel is a logarithmic scale used to measure many quantities,
|
|
including the <strong>gain</strong>, <strong>level</strong> or <strong>loudness</strong> of a signal. Decibel
|
|
is usually abbreviated to dB and in digital audio usually denotes how
|
|
far under 0 dBFS (the <strong>clipping</strong> point of a system) a signal is.</dd><dt><strong>Delay</strong>(effect)</dt><dd>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 <strong>feedback</strong> to return the delayed signal back into the delay
|
|
(usually after lowering its <strong>gain</strong>), multiple echos with a <strong>decay</strong>
|
|
result.</dd><dt><strong>Destructive Editing/Recording</strong></dt><dd>Destructive actions are those that permanently modify or erase the
|
|
original data (sound files) in the course of editing or recording.</dd><dt><strong>Distortion</strong></dt><dd>Distortion occurs when an audio signal is changed in some way that
|
|
produces <strong>frequencies</strong> not present in the original. Distortion can be
|
|
deliberate or unwanted, and can be produced by driving the signal to a
|
|
<strong>clipping</strong>point, or by using mathematical transformations to alter the
|
|
shape (or “waveform”) of the signal (usually referred to as
|
|
“waveshaping”).</dd><dt><strong>Disk Image (.dmg)</strong></dt><dd>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.</dd><dt><strong>Driver</strong>(JACK)</dt><dd>Software written to control hardware. CoreAudio is the Mac sound driver.
|
|
ALSA is the most common Linux driver.</dd><dt><strong>DSP</strong></dt><dd>Digital Signal Processing.</dd><dt><strong>Dynamic Range</strong></dt><dd>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 <strong>noise floor</strong>of the recording system
|
|
(microphone, recorder, sound card, audio software, etc). Sounds which
|
|
are too loud will be <strong>distorted</strong>or <strong>clipped</strong>.</dd><dt><strong>Edit</strong> <strong>Modes</strong></dt><dd>The three available Edit Modes (<strong>Slide Edit</strong>, <strong>Slice Edit</strong>, and
|
|
<strong>Lock Edit</strong>) control the behavior of editing operations in the <strong>Main
|
|
Canvas</strong>.</dd><dt><strong>Edit Point</strong></dt><dd>The point in the Main Canvas where an action such as Paste takes place.
|
|
This can be the Mouse, the Playhead or a Marker.</dd><dt><strong>Editor Window</strong></dt><dd>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.</dd><dt><strong>EQ</strong></dt><dd>See Equalization.</dd><dt><strong>Equalization</strong></dt><dd>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.</dd><dt><strong>Filter</strong></dt><dd>A type of signal processing that supresses some frequencies.</dd><dt><strong>Floating Point Numbers</strong></dt><dd>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.</dd><dt><strong>FLAC</strong></dt><dd>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.</dd><dt><strong>FLOSS</strong></dt><dd>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.</dd><dt><strong>Format</strong> (audio file)</dt><dd>The types of sound file that sounds are saved as. Among the most common
|
|
are AIFF, WAV, FLAC, mp3 and Ogg Vorbis.</dd><dt><strong>fps</strong></dt><dd>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).</dd><dt><strong>Frequency</strong></dt><dd>Refers to the number of times an oscillation occurs in one second.
|
|
Frequency is measured in <strong>Hertz</strong>, and is correlated to the <strong>pitch</strong>
|
|
of a sound. Frequency is a <strong>linear</strong> scale, while pitch is
|
|
<strong>logarithmic</strong>. The pitch ‘A’ above the middle C has a frequency of 440
|
|
Hz. The ‘A’ one octave above is twice that frequency (880 Hz).</dd><dt><strong>Gain</strong></dt><dd>Increasing the <strong>level</strong>of an audio signal, usually measured using a
|
|
<strong>logarithmic</strong> scale. See also <strong>attenuation</strong>.</dd><dt><strong>Grid</strong></dt><dd>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”.</dd><dt><strong>Grid Points</strong></dt><dd>The points in the <strong>Grid</strong> which Regions will snap to when it is active.
|
|
Grid Points may be minutes, seconds, video frames, bars, beats or some
|
|
multiple of beats.</dd><dt><strong>Hertz</strong></dt><dd>A term used to describe the number of times something occurs in one
|
|
second. In digital audio, it is used to describe the <strong>sampling rate</strong>,
|
|
and in acoustics it is used to describe the <strong>frequency</strong> of a sound.
|
|
Thousands of Herz are described as kHz (kilo Herz).</dd><dt><strong>High Shelf</strong></dt><dd>In an <strong>Equalizer</strong>, a <strong>Shelf</strong> cuts or boosts everything above (High
|
|
Shelf) or below (Low Shelf) a specific frequency.</dd><dt><strong>Headroom</strong></dt><dd>The range of <strong>Decibels</strong> between the region’s maximum <strong>Peak</strong>and the
|
|
<strong>Clipping Point</strong> is commonly referred to as <strong>Headroom</strong>. It is common
|
|
recording practice to keep approximately three to six Decibels of
|
|
Headroom between the maximum of your signal and the Clipping Point.</dd><dt><strong>Jack Audio Connection Kit (JACK)</strong></dt><dd>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.</dd><dt><strong>JackOSX</strong> (OS X)</dt><dd>The name of the version of <strong>JACK</strong> that runs on Mac OS X. See <strong>JACK</strong>
|
|
for more details.</dd><dt><strong>JackPilot</strong></dt><dd>The control interface that comes with JackOSX.</dd><dt><strong>Jack Server</strong></dt><dd>The Jack Server is the “engine” or “backend” of the Jack Audio
|
|
Connection Kit.</dd><dt><strong>Jack Router</strong></dt><dd>The Jack Router allows audio to be routed from one application to
|
|
another using the <strong>Jack Server</strong>.</dd><dt><strong>JAMin</strong></dt><dd>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 <strong>LADSPA</strong> for digital signal
|
|
processing (DSP).</dd><dt><strong>LADSPA Plugins</strong></dt><dd>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.</dd><dt><strong>Latency</strong></dt><dd>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 <strong>glitches</strong> 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.</dd><dt><strong>Limiting</strong></dt><dd>The process by which the amplitude of the output of a device is
|
|
prevented from exceeding a predetermined value.</dd><dt><strong>Linear</strong></dt><dd>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
|
|
<strong>frequency</strong> is linear, while the scales of <strong>pitch</strong> and <strong>gain</strong> are
|
|
logarithmic.</dd><dt><strong>Linux kernel</strong></dt><dd>The core of the GNU/Linux operating system. In a <strong>Real-time System</strong>,
|
|
this kernel is usually <strong>Compiled</strong>with new parameters which speed up
|
|
the use of audio applications in the system.</dd><dt><strong>Lock Edit</strong></dt><dd>One of the three available <strong>Edit Modes</strong>, Lock Edit is similar to
|
|
<strong>Slice Edit</strong>, but regions will remain at their original positions
|
|
regardless of any edit operation performed.</dd><dt><strong>Logarithmic</strong></dt><dd>A scale of numbers which progresses according to a certain ratio, such
|
|
as exponentially (2, 4, 8, 16, 256…). Both scales of <strong>pitch</strong> and
|
|
<strong>gain</strong> are logarithmic, while the scale of <strong>frequency</strong> is linear.</dd><dt><strong>Lossless</strong></dt><dd>See <strong>Compression</strong> (data)</dd><dt><strong>Lossy</strong></dt><dd>See Compression (data)</dd><dt><strong>Loudness</strong></dt><dd>Unlike <strong>amplitude</strong>, 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.</dd><dt><strong>LV2</strong></dt><dd>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.</dd><dt><strong>Main Canvas</strong></dt><dd>In the Editor Window of Ardour, the Main Canvas is the space just below
|
|
the timeline rulers where Tracks and Busses are displayed horizontally.</dd><dt><strong>Master Out</strong></dt><dd>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.</dd><dt><strong>Meter</strong></dt><dd>The grouping of strong and weak beats into larger units called bars or
|
|
measures.</dd><dt><strong>Mixing</strong></dt><dd>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.</dd><dt><strong>MIDI</strong></dt><dd>MIDI is an industry-standard protocol defined
|
|
in^<a href=http://en.wikipedia.org/wiki/Musical_Instrument_Digital_Interface#cite_note-0></a>^
|
|
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.</dd><dt><strong>Mixer Strip</strong></dt><dd>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)</dd><dt><strong>Mixer Window</strong></dt><dd>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.</dd><dt><strong>Monitoring</strong></dt><dd>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.</dd><dt><strong>Mono</strong></dt><dd>A mono sound file contains only one channel of audio. A mono track in
|
|
Ardour has only one input and handles mono sound files.</dd><dt><strong>MP3</strong></dt><dd>A lossy, size-compressed sound file <strong>Format</strong>.</dd><dt><strong>Graphic Equalizer/Multi-Band Equalizer</strong></dt><dd>A Graphic (or Multi-Band) Equalizer consists of a bank of sliders for
|
|
boosting or attenuating different frequency of a sound.</dd><dt><strong>Non-destructive Editing/Recording</strong></dt><dd>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.</dd><dt><strong>Normalize</strong></dt><dd>To normalize an audio signal means to adjust its <strong>Gain</strong> so that it
|
|
peaks at the maximum the sound card allows before <strong>Clipping</strong>.</dd><dt><strong>Normal Mode</strong></dt><dd>See <strong>Track Mode</strong>.</dd><dt><strong>Note value</strong></dt><dd>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).</dd><dt><strong>Octave</strong> (music)</dt><dd>A distance of 12 semitones between two notes. In <strong>Hertz</strong>, 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.</dd><dt><strong>Ogg Vorbis</strong></dt><dd>An open source lossy, size-compressed sound file format.</dd><dt><strong>Panning</strong></dt><dd>Panning is the location of sounds in the <strong>Stereo Field</strong>.</dd><dt><strong>Parametric Equalizer</strong></dt><dd>The Parametric Equalizer is the most versatile type of<strong>EQ</strong> used for
|
|
<strong>Mixing</strong> because of its extensive control over all the parameters of
|
|
filtering.</dd><dt><strong>Peaks</strong></dt><dd>Peaks are a graphical representation of the maximum <strong>Levels</strong> of a
|
|
<strong>Region</strong>.</dd><dt><strong>Peak Meters</strong></dt><dd>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.</dd><dt><strong>Pitch</strong></dt><dd>Pitch represents the perceived fundamental frequency of a
|
|
sound.^<a href=http://en.wikipedia.org/wiki/Pitch_(music)#cite_note-0></a>^^^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 <strong>Frequency</strong> is <strong>Logarithmic</strong>. This means that a
|
|
sound which is heard as one <strong>Octave</strong>(+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.</dd><dt><strong>Playhead</strong></dt><dd>In Ardour, the Playhead is the red line that moves in time (i.e., left
|
|
to right) to indicate the current playback position.</dd><dt><strong>Plugin</strong></dt><dd>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.</dd><dt><strong>Portaudio</strong></dt><dd>A free and open source set of <strong>audio drivers</strong>for Linux and Mac OS X.</dd><dt><strong>Post-Fader</strong> (Plugin or Send)</dt><dd>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 <em>after</em> any manual or automated
|
|
gain change (thus “post-fader”).</dd><dt><strong>Pre-Fader</strong> (Plugin or Send)</dt><dd>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 <em>before</em> it is affected by
|
|
any manual or automated gain changes controlled by the slider (thus
|
|
“pre-fader”).</dd><dt><strong>Quantization</strong></dt><dd>In signal processing, quantization may refer to bit depth (see <strong>bit
|
|
depth</strong> 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.</dd><dt><strong>Range</strong></dt><dd>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.</dd><dt><strong>Real-time System</strong>(Linux)</dt><dd>In a <strong>Real-time System</strong>, the <strong>Linux kernel</strong> 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.</dd><dt><strong>Regions</strong></dt><dd>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.</dd><dt><strong>Region List</strong></dt><dd>The region list is located at the right hand side of the Editor Window
|
|
and it shows all the regions associated with the session.</dd><dt><strong>Reverberation</strong></dt><dd>Reverberation is the persistence of sound in a particular space after
|
|
the original sound source is
|
|
removed.^<a href=http://en.wikipedia.org/wiki/Reverberation#cite_note-0></a>^^^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.</dd><dt><strong>Right Click</strong> (mouse)</dt><dd>Click on the right button of your mouse.</dd><dt><strong>Routing</strong></dt><dd>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).</dd><dt><strong>Rulers</strong></dt><dd>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.</dd><dt><strong>Sample</strong> (data)</dt><dd>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 <strong>sampling
|
|
rate</strong> is 44,100 <strong>Hertz</strong>. Samples also have a <strong>bit depth</strong> which
|
|
determines the <strong>dynamic range</strong> 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).</dd><dt><strong>Sample</strong> (music)</dt><dd>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.</dd><dt><strong>Sampler</strong></dt><dd>An electronic music instrument or software which plays back a recorded
|
|
sound (or <strong>sample</strong>) whenever it is sent a <strong>note</strong> message. The
|
|
<strong>pitch</strong> 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).</dd><dt><strong>Sampling Rate</strong></dt><dd>The rate at which the computer records and plays back sound, which is
|
|
measured in <strong>Hertz</strong>representing the number of <strong>samples</strong>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 <strong>frequency</strong> 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”.</dd><dt><strong>Send</strong></dt><dd>An optional auxiliary output for a track or bus.</dd><dt><strong>Session</strong></dt><dd>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.</dd><dt><strong>Shelf</strong></dt><dd>In an <strong>Equalizer</strong>, a <strong>Shelf</strong> cuts or boosts everything above (High
|
|
Shelf) or below (Low Shelf) a specific frequency.</dd><dt><strong>Slice Edit</strong></dt><dd>One of the three available <strong>Edit Modes</strong>, 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.</dd><dt><strong>Slide Edit</strong></dt><dd>Another one of the three available <strong>Edit Modes</strong>, Slide Edit is the
|
|
default mode. It allows you to drag regions around horizontally (within
|
|
the same track) and vertically (between tracks).</dd><dt><strong>SMPTE timecode</strong></dt><dd>: 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.</dd><dt><strong>Snap Mode</strong></dt><dd>The <strong>Snap Mode</strong> menus are found just below the <strong>Clocks</strong>. They
|
|
control the amount <strong>Quantization</strong> of the time grid, i.e., the amount
|
|
of “snap” an audio <strong>Region</strong> has to the type of grid you have chosen.</dd><dt><strong>Snapshots</strong></dt><dd>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.</dd><dt><strong>Solo</strong></dt><dd>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.</dd><dt><strong>Spectrum</strong></dt><dd>The representation of a signal in terms of its frequency components.</dd><dt><strong>Stereo</strong></dt><dd>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.</dd><dt><strong>Stereo Field</strong></dt><dd>Stereo field is the perception of spatial location of sounds based on a
|
|
sound reproduction system of 2 channels (Left and Right).</dd><dt><strong>Take</strong>(recording)</dt><dd>A sequence of sound recorded continuously at one time.</dd><dt><strong>Tape Mode</strong></dt><dd>See <strong>Track Mode</strong>.</dd><dt><strong>Tempo</strong>(music)</dt><dd>The rate at which beats occur. Precise Tempo indications are measured in
|
|
<strong>bpm</strong> (beats per minute), although subjective indications are also
|
|
common in scores (Allegro, Adagio, Very Fast, etc).</dd><dt><strong>Terminal</strong></dt><dd>A “terminal” is the text-based interface that allows to operate a
|
|
computer by typing commands into it. Most computer users today rely
|
|
solely on a graphical interface to control their systems. Both Mac OS X
|
|
and Linux though, include a terminal which may make some tasks easier
|
|
for some users.</dd><dt><strong>Timecode</strong></dt><dd>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.</dd><dt><strong>Time Signature</strong> (music)</dt><dd>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.</dd><dt><strong>Track</strong></dt><dd>A Track is the place to where you can drag a <strong>Region</strong> from your
|
|
<strong>Region List</strong>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.</dd><dt><strong>Track Mode</strong></dt><dd><strong>Track Mode</strong> gives you a choice between <strong>Normal Mode</strong> and <strong>Tape
|
|
Mode</strong>. Normal Mode creates a new Region for each Recording <strong>Take</strong>,
|
|
while <strong>Tape Mode</strong> destructively records–in other words the previous
|
|
Take of a Track is eliminated with each new Take.</dd><dt><strong>Transport</strong></dt><dd>The buttons located on the upper left corner of the Editor Window, with
|
|
controls such as Rewind, Play, Stop.</dd><dt><strong>Treble</strong>(frequencies)</dt><dd>Generic way of referring to high frequencies of the <strong>Spectrum</strong> of a
|
|
sound.</dd><dt><strong>VST (Virtual Studio Technology)</strong></dt><dd><a href=http://en.wikipedia.org/wiki/Steinberg>Steinberg</a> 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.</dd><dt><strong>WAV</strong></dt><dd>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.</dd><dt><strong>Waveform</strong></dt><dd>The time-domain visual representation of a sound. Waveforms are drawn
|
|
inside the colored rectangles representing Regions in the Main Canvas.</dd><dt><strong>Word length</strong></dt><dd>See <strong>Bit Depth</strong>.</dd></dl><p><strong>Appendices:</strong>
|
|
<a href=../further-help>FURTHER HELP</a> ||
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