Paul Davis
45d3ec1437
git-svn-id: svn://localhost/ardour2/branches/2.1-staging@1698 d708f5d6-7413-0410-9779-e7cbd77b26cf
247 lines
11 KiB
XML
247 lines
11 KiB
XML
<?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
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through Ardour that aren't available from the
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<guimenuitem>windows</guimenuitem> menu in the editor. They aren't
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available because they are specific to a particular object, like a mixer
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strip, and are launched from the object 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
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menu on a mixer strip will open this window, as will selecting
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<guimenuitem>edit</guimenuitem> from the output button. The
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Input/Output connections editor is one of the strangest interfaces
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known to man. After a small amount of use, however, you will find it
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quite natural to use. Because these two windows are identical except
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for 'input' being transposed with 'output', we will cover the Input
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Connections Editor here and leave it up to your imaginative self to
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work out what it all means in the output 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
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main 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
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<guibutton>add input</guibutton> and <guibutton>clear
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connections</guibutton>. The <guibutton>add input</guibutton> button
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adds an audio stream to the mixer 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.
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If you subsequently record on the corresponding track, each region
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will comprise of three channels of audio taken from the inputs you
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have set in the area 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
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new session with, the input fields will aready be filled in with
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default values that are determined by the number of channels your
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hardware supports. It should be noted that by default, inputs are
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initially set to hardware ports, as presumably you will be recording
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from a hardware device initially. This doesn't indicate a preference
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on Ardour's part, as software inputs are just as valid to Ardour as
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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
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only have one input at the moment, press <guibutton>add
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input</guibutton> just to see the difference. You can remove an input
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by holding the control key 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
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output in the <guilabel>Available connections</guilabel> area is
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clicked. If the wrong input is highlighted, you can highlight the
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correct one by 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,
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that they are all summed at unity gain. You can reach some fairly
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astonishing 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
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connections</guilabel> area, the connection is added to that input's
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list, the connection is made active, and the next input is made a
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lighter colour, indicating that it is ready to accept your selection.
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This makes it a simple matter to assign many connections rapidly. The
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transport does not have to be stopped to change inputs or outputs (or
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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
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in the <guilabel>inputs</guilabel> area. As with most objects in
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Ardour, you can also remove an assignment by holding the shift key
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while right-clicking it.
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</para>
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<para>
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The Available connections area lists all available connections, sorted
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into tabs which represent their associated hardware or software ports.
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The front tab is always <literal>alsa_pcm</literal>. this represents
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the physical ports on your computer. It should contain as many ports
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as hour hardware 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
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has available, including inserts and sends. If you have some other
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Jack aware programs running, they will be given tabs in this area
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which will 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
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available outputs. It may be necessary to use it if you have started a
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Jack 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
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<emphasis>XXX what really happens?</emphasis> , as does the
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<guibutton>OK</guibutton> 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
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the controls presented by any LADSPA plugin. Because LADSPA plugins do
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not contain graphical interface information, this window adapts itself
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to suit the various controls presented by the plugin. The advantage of
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this system is that each plugin appears consistently within Ardour.
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The disadvantage is that with a few plugins, the controls seem to be
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laid out in a haphazard fashion. This is not usually the case,
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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
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the top left. Whenever you add a plugin, it's initial state will be
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bypass. The button will be red and appear depressed. To activate the
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plugin, press the <guibutton>bypass</guibutton> button. you should
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immediately hear the plugin inserted in the signal path. All plugins
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that report their latency are automatically time compensated
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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,
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the author and the number of inputs and outputs that the plugin makes
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use of. 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
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asking for the name of the preset. Enter a name, press
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<guibutton>OK</guibutton>, and your new preset will appear on the list
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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
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should 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
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the various controls available for the plugin. To move a slider, left
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click it and slide the mouse horizontally over the range of the
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control. You can see the numeric value and the bar change as you move
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the mouse. You can also press the control key while moving for finer
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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
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is <guimenuitem>off</guimenuitem>. To write automation information,
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press the button and select <guimenuitem>write</guimenuitem> from the
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drop-down list. After engaging the transport, movement of the control
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will be recorded for playback when the <guimenuitem>play</guimenuitem>
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automation mode is selected. <guimenuitem>Touch</guimenuitem> mode
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automatically switches from <guimenuitem>play</guimenuitem> to
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<guimenuitem>write</guimenuitem> as the control is first selected with
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the mouse button and released, respectively. The automation data is
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accessible from the editor window, along with the other automation
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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
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or individual tracks in freewheel mode. A large range of audio file
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formats are supported, as is the ability to export a CUE or TOC file
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representing any CD index or track markers you may have in the
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session. Bit depth reduction can be performed with three types of
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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>
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</menuchoice> from any active or inactive crossfade in the editor
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window. This window allows you to customise the default crossfade that
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is automatically applied when two regions overlap. Provision is made
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for auditioning different elements of the crossfade, or the crossfade
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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
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and ranges in your session. Points and ranges may also be 'promoted'
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to be CD Index or CD Track markers, respectively. Once promoted, they
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may be exported to a standard T.O.C. or CUE file along with the
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exported audio using the export window. The locations window will
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appear when <menuchoice> <guimenu>windows</guimenu>
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<guisubmenu>locations</guisubmenu> </menuchoice> is selected from the
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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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