237 lines
10 KiB
XML
237 lines
10 KiB
XML
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<?xml version="1.0" standalone="no"?>
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<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [
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]>
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<section id="sn-other-windows">
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<title>Other Windows</title>
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<para>
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This page summarises various windows you will find in your travels through
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Ardour that aren't available from the <guimenuitem>windows</guimenuitem>
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menu in the editor. They aren't available because they are specific to a
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particular object, like a mixer strip, and are launched from the object
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itself.
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</para>
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<section id="input-output-connections-editor">
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<title>Input/Output Connections Editor</title>
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<para>
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Selecting <guimenuitem>edit</guimenuitem> from the input drop-down menu on
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a mixer strip will open this window, as will selecting
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<guimenuitem>edit</guimenuitem> from the output button. The Input/Output
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connections editor is one of the strangest interfaces known to man. After a
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small amount of use, however, you will find it quite natural to use.
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Because these two windows are identical except for 'input' being transposed
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with 'output', we will cover the Input Connections Editor here and leave it
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up to your imaginative self to work out what it all means in the output
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window.
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</para>
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<para>
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When the window opens, you will be see that it is divided into two main
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areas marked <guilabel>Inputs</guilabel> and <guilabel>Available
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Connections</guilabel> . A third area contains buttons marked
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<guibutton>rescan</guibutton>, <guibutton>OK</guibutton> and
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<guibutton>Cancel</guibutton>.
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</para>
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<para>
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The <guilabel>Inputs</guilabel> area has two buttons marked <guibutton>add
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input</guibutton> and <guibutton>clear connections</guibutton>. The
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<guibutton>add input</guibutton> button adds an audio stream to the mixer
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strip.
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</para>
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<para>
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In other words, if you currently have a two input channel, pressing
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<guibutton>add input</guibutton> will make it a three input channel. If you
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subsequently record on the corresponding track, each region will comprise
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of three channels of audio taken from the inputs you have set in the area
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below.
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</para>
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<para>
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Pressing <guibutton>clear connections</guibutton> will remove all
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connections you have assigned in the area below.
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</para>
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<para>
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Speaking of "the area below", if you've used a template to create your new
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session with, the input fields will aready be filled in with default values
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that are determined by the number of channels your hardware supports. It
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should be noted that by default, inputs are initially set to hardware
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ports, as presumably you will be recording from a hardware device
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initially. This doesn't indicate a preference on Ardour's part, as software
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inputs are just as valid to Ardour as hardware ones.
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</para>
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<para>
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Anyway, in "the area below", notice that one input (probably labelled
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<literal>in 1</literal>) is a lighter colour than the other. If you only
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have one input at the moment, press <guibutton>add input</guibutton> just
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to see the difference. You can remove an input by holding the control key
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while right-clicking on the input name.
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</para>
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<para>
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The lighter coloured input is the one that will be added to when an output
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in the <guilabel>Available connections</guilabel> area is clicked. If the
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wrong input is highlighted, you can highlight the correct one by
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left-clicking the text of the input name you desire.
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</para>
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<para>
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Note that you can "mux" as many inputs together as you like when doing
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this, they just pile up on top of the last one. Be warned, though, that
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they are all summed at unity gain. You can reach some fairly astonishing
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levels by doing this a lot.
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</para>
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<para>
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If you click an output from the <guilabel>Available connections</guilabel>
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area, the connection is added to that input's list, the connection is made
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active, and the next input is made a lighter colour, indicating that it is
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ready to accept your selection. This makes it a simple matter to assign
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many connections rapidly. The transport does not have to be stopped to
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change inputs or outputs (or anything, really) in Ardour.
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</para>
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<para>
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Removing assignments is achieved by left-clicking the relevant output in
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the <guilabel>inputs</guilabel> area. As with most objects in Ardour, you
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can also remove an assignment by holding the shift key while right-clicking
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it.
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</para>
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<para>
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The Available connections area lists all available connections, sorted into
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tabs which represent their associated hardware or software ports. The front
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tab is always <literal>alsa_pcm</literal>. this represents the physical
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ports on your computer. It should contain as many ports as hour hardware
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has inputs.
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</para>
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<para>
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The next tab is Ardour. This tab lists all the connections that Ardour has
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available, including inserts and sends. If you have some other Jack aware
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programs running, they will be given tabs in this area which will
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correspond to their Jack output ports.
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</para>
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<para>
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The <guibutton>rescan</guibutton> button searches for any new available
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outputs. It may be necessary to use it if you have started a Jack
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application after you open the window.
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</para>
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<para>
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The <guibutton>Cancel</guibutton> button closes the window <emphasis>XXX
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what really happens?</emphasis> , as does the <guibutton>OK</guibutton>
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button.
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</para>
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</section>
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<section id="ladspa-plugin-window">
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<title>The LADSPA Plugin Window</title>
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<para>
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This window opens when you double-left-click or control right-click a
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plugin on a mixer strip. It allows you to adjust, store and automate the
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controls presented by any LADSPA plugin. Because LADSPA plugins do not
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contain graphical interface information, this window adapts itself to suit
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the various controls presented by the plugin. The advantage of this system
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is that each plugin appears consistently within Ardour. The disadvantage is
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that with a few plugins, the controls seem to be laid out in a haphazard
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fashion. This is not usually the case, however.
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</para>
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<para>
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Each plugin window will have a <guibutton>bypass</guibutton> switch in the
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top left. Whenever you add a plugin, it's initial state will be bypass. The
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button will be red and appear depressed. To activate the plugin, press the
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<guibutton>bypass</guibutton> button. you should immediately hear the
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plugin inserted in the signal path. All plugins that report their latency
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are automatically time compensated sample-accurately.
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</para>
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<para>
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To the left of the bypass switch you will see the name of the plugin, the
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author and the number of inputs and outputs that the plugin makes use of.
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To the right will be a text entry area, a list selector and a
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<guibutton>Save</guibutton> button. To save a combination of settings,
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press the <guibutton>Save</guibutton> button. A window will appear asking
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for the name of the preset. Enter a name, press <guibutton>OK</guibutton>,
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and your new preset will appear on the list of saved settings.
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</para>
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<para>
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To restore a saved preset, select it from the list. The settings should
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immediately be restored as you release the mouse button.
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</para>
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<para>
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The rest of the window consists of sliders and buttons which represent the
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various controls available for the plugin. To move a slider, left click it
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and slide the mouse horizontally over the range of the control. You can see
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the numeric value and the bar change as you move the mouse. You can also
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press the control key while moving for finer adjustments.
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</para>
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<para>
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Next to each control is an automation mode button. The default state is
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<guimenuitem>off</guimenuitem>. To write automation information, press the
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button and select <guimenuitem>write</guimenuitem> from the drop-down list.
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After engaging the transport, movement of the control will be recorded for
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playback when the <guimenuitem>play</guimenuitem> automation mode is
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selected. <guimenuitem>Touch</guimenuitem> mode automatically switches from
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<guimenuitem>play</guimenuitem> to <guimenuitem>write</guimenuitem> as the
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control is first selected with the mouse button and released, respectively.
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The automation data is accessible from the editor window, along with the
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other automation data for the track.
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</para>
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</section>
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<section id="export-window">
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<title>The Export Window</title>
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<para>
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The export window appears when either <guimenuitem>export session to
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audiofile</guimenuitem> or <guimenuitem>export range to
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audiofile</guimenuitem> have been selected from the session menu. This
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window enables an audio file to be rendered from either the master bus or
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individual tracks in freewheel mode. A large range of audio file formats
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are supported, as is the ability to export a CUE or TOC file representing
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any CD index or track markers you may have in the session. Bit depth
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reduction can be performed with three types of dither, or no dither.
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</para>
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</section>
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<section id="crossfade-editor-window">
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<title>The Crossfade Editor Window</title>
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<para>
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The crossfade editor will appear whenever you select <menuchoice>
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<guimenu>crossfade</guimenu> <guisubmenu>edit</guisubmenu> </menuchoice>
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from any active or inactive crossfade in the editor window. This window
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allows you to customise the default crossfade that is automatically applied
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when two regions overlap. Provision is made for auditioning different
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elements of the crossfade, or the crossfade as a whole.
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</para>
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</section>
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<section id="locations-window">
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<title>the Locations Window</title>
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<para>
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The locations window provides a means to locate to and define points and
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ranges in your session. Points and ranges may also be 'promoted' to be CD
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Index or CD Track markers, respectively. Once promoted, they may be
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exported to a standard T.O.C. or CUE file along with the exported audio
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using the export window. The locations window will appear when <menuchoice>
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<guimenu>windows</guimenu> <guisubmenu>locations</guisubmenu> </menuchoice>
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is selected from the editor window.
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</para>
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</section>
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<!--
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<xi:include xmlns:xi="http://www.w3.org/2001/XInclude"
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href="Some_Subsection.xml" />
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-->
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</section>
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