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---
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title: Grid Controls
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---
< img class = "left" src = "/images/toolbar-grid.png" alt = "Editor toolbar's grid" >
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< p >
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Ardour's editor utilizes a < dfn > grid< / dfn > to assist in the placement
of regions on the timeline, or with editing functions that need to happen
at a specific point in time. You can choose if you want the cursor and
various objects to snap to this grid, and how you want the snapping to
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behave. You can modify the grid units to fit your needs.
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< / p >
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< h2 > About Snapping< / h2 >
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< p > There are two ways to think about aligning material to a grid.
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The first and most obvious one is where an object's position is clamped
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to grid lines. In Ardour, this is called < dfn > absolute snap< / dfn >
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and is commonly used when working with sampled material where audio
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begins exactly at the beginning of a file, note or region.< / br >
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The second, < dfn > relative snap< / dfn > , is used when an object's position
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relative to the grid lines is important. In music, this allows you to
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move objects around without changing the "feel" (or timing) of a performance.< / br >
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Absolute snap is the default method of snapping in Ardour.< / br >
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While dragging objects you may switch from absolute to relative snap by
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pressing the absolute snap modifier key(s).< / br >
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You may also disable snap entirely by using the snap modifier (see below).< / br >
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Note that in relative snap mode the reference point is taken to be the distance
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to the nearest grid line.< / br >
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Note also that when an object lies exactly on a grid line, there will be no difference
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between relative and absolute snap modes.< / br >
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The realtive snap and snap modifiers (along with other modifier keys) may be set in
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< kbd class = "menu" > Edit > Preferences > User Interaction< / kbd > < / br >
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For common use patterns, it is recommended that you assign a unique key for
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one snap modifier and two keys for the other in such a way that they share an otherwise unused key.
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For example, you may choose the snap modifier to be the < kbd class = "mod2" > < / kbd > key and the
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relative snap modifier to be the < kbd class = "mod2" > < / kbd > and < kbd class = "mod4" > < / kbd > keys.
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< / p > .
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< h2 > Snap Modes< / h2 >
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< p >
Using the above modifications, Ardour supports three different modes of snapping to the grid:
< / p >
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< dl class = "wide-table" >
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< dt > < kbd class = "menu" > No Grid< / kbd > < / dt >
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< dd > disables the grid. All objects move freely in this mode.< / br >
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In < kbd class = "menu" > No Grid< / kbd > mode, you may temporarily activate the grid by pressing the
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snap modifier (for absolute snap) or switch to relative snap by pressing the relative snap modifier.< / dd >
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< dt > < kbd class = "menu" > Grid< / kbd > < / dt >
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< dd > activates normal snapping. All positions of objects snap to
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the grid. (See < a href = "#gridunits" > Grid Units< / a > below
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to change the grid). If you try to move an object in "Grid"-mode, it
does not change its position until you move the mouse far enough for the
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object to reach the next grid line.< / br >
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Sometimes you may wish to maintain an objects' position relative to the grid line.
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In order to do this, use the "snap relative" modifier.
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When holding down this modifier during a drag, the dragged object will jump
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while maintaining its original distance from the line.< / br >
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New objects will always be created at grid points.< / br >
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Holding down the snap modifier will disable the current grid setting and allow you to move the object freely.< / br >
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< / dd >
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< dt > < kbd class = "menu" > Magnetic< / kbd > < / dt >
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< dd > is a less strict type of snapping. Objects can still be moved to any
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position, but positions close to the relative or absolute grid points will snap.
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In order to move an object very close to a snap point, it may be necessary
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to zoom in to prevent snapping to that point, or to use the snap modifier to disable snap completely.< / br >
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As with Grid mode, the snap modifier will disable snap completely while the
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absolute snap modifier will move the "notch" of Magnetic snap to the grid lines.< / dd >
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< / dl >
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< h2 > Syncing Regions to the Grid< / h2 >
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< p >
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By default, a region's beginning will be used as the reference for both types of snapping,
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but you can change this behaviour by setting a < dfn > sync point< / dfn > in
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the region. Select the region(s) and press < kbd > V< / kbd > . This will set
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the sync point to your edit point.< / p >
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< h2 id = "gridunits" > Grid Units< / h2 >
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< p >
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The selector next to the grid mode selector defines the size of the grid
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elements. You can set your grid to several different units:
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< / p >
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< dl class = "wide-table" >
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< dt > < kbd class = "menu" > CD Frames< / kbd > < / dt >
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< dd > A CD Frame is 1/75th of a second. Snapping to CD Frames (using absolute snap) can be used to avoid issues with CD track
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lengths.< / dd >
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< dt > < kbd class = "menu" > Timecode Frames/Seconds/Minutes< / kbd > < / dt >
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< dd > The duration of a frame depends on the timecode settings for the
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session.< / dd >
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< dt > < kbd class = "menu" > Seconds/Minutes< / kbd > < / dt >
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< dd > These are absolute time units, unaffected by sample rate or timecode settings< / dd >
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< dt > < kbd class = "menu" > Beats/N< / kbd > < / dt >
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< dd > Set the grid to units of 1/N beats, where N can be 128, 64, 32, 16, 8, 7, 6, 5, 4, 3, 2. The duration of a grid unit will depend on the tempo and meter in effect at that point in the timeline.< / dd >
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< dt > < kbd class = "menu" > Beats< / kbd > < / dt >
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< dd > Set the grid to whole beats. The duration of a grid unit will depend on the tempo and meter in effect at that point in the timeline.< / dd >
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< dt > < kbd class = "menu" > Bars< / kbd > < / dt >
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< dd > Set the grid to whole bars. The duration of a grid unit will depend on the tempo and meter in effect at that point in the timeline.< / dd >
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< dt > < kbd class = "menu" > Markers< / kbd > < / dt >
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< dd > The grid lines are the markers.< / dd >
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< dt > < kbd class = "menu" > Region Starts< / kbd > < / dt >
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< dd > The grid lines are constructed from region start points (see below).< / dd >
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< dt > < kbd class = "menu" > Region Ends< / kbd > < / dt >
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< dd > The grid lines are constructed from region end points (see below).< / dd >
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< dt > < kbd class = "menu" > Region Syncs< / kbd > < / dt >
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< dd > The grid lines are constructed from region sync points.< / dd >
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< dt > < kbd class = "menu" > Region Bounds< / kbd > < / dt >
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< dd > The grid lines are constructed from region start or end points.< / dd >
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< / dl >
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< p >
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To use Region starts/ends/syncs/bounds as snap choices, you must have
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either
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< / p >
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< ul >
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< li > < em > No< / em > tracks selected, which means that Ardour snaps to regions on any track, or < / li >
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< li > Several tracks selected, which means that Ardour only snaps to regions on those selected tracks.< / li >
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< / ul >
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< p >
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If you are moving items on a track, and only the current track is selected,
then you will only be able to snap to other regions on the same track.
This means that enabling
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< kbd class = "menu" > Edit > Preferences > Editor > Link Selections of Regions and
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Tracks< / kbd > will make the "Region" grid unit unusable. Avoid the use of this option if
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you are going to use any of the Region grid units.
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< / p >