copy-editing chapter 4. style guide grows healthy and strong and ever more verbose :)

This commit is contained in:
Jörn Nettingsmeier 2014-02-04 16:24:44 +01:00
parent 25ceb163cb
commit 6e64603e61
15 changed files with 368 additions and 124 deletions

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@ -76,6 +76,10 @@ normal text flow, or asides. Currently rendered in a gray box.
use for potentially dangerous situations involving data loss, malfunction,
or sound quality issues. Currently rendered in a red box.
.mac, .lin, .win:
use as additional classes to mark a section as relevant for these operating
systems only.
Check _manual/01_welcome-to-ardour/02_about-ardour-documentation.html, it
serves as a style and markup guide.
@ -184,6 +188,9 @@ For anything you want the user to type, use <kbd> as a block-level element.
See above for other <kbd> classes to denote menu items, selections, mouse
events and controller actions.
Keys and mouse key names should always be capitalized. We do not need to
distringuish between "x" and "X", because the latter would be "Shift-X".
In case you forget, the stylesheet takes care of this.
<code>
is only used for program code, or the content of configuration files etc. Do
not abuse to style keys or user input, use <kbd> instead.

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@ -2,20 +2,39 @@
layout: default
title: Ardour's Interface
---
<p>In Ardour, you work in two main windows: the Editor window and the Mixer window.</p>
<p><img src="/ardour/manual/html/diagrams/editor-summary.png" alt="ardour's editor window" /></p>
<p>The Editor window includes the editor track "canvas" where you can arrange audio and MIDI data along a timeline. This is the window you will be in while editing and arranging a project. The window has a general "horizontal" sense to it: the timeline flows from left to right, the playhead showing the current position in the session moves from left to right - the window really represents "time" in a fairly literal way.</p>
<p><img src="/ardour/manual/html/diagrams/mixer-summary.png" alt="ardour's mixer window" /></p>
<p>The Mixer window on the other hand represents signal flow and is the window you will probably be using most when mixing a session. It includes elements called "channel strips" for each track and bus in your session. It has a general "vertical" sense to it: signals flow from the top of each channel strip through the processing elements in the strip to reach the output listed at the bottom. </p>
<p>It is possible to show a single channel strip in the editor window, and some people find this enough to work on mixing without actually opening the mixer window. Most of the time though, you will want both of these windows at various stages of a session's lifetime - sometimes you'll be focused on editing, sometimes on mixing and possibly some of the time on both.</p>
<p>
In Ardour, you work in two main windows: the <dfn>Editor</dfn> and the
<dfn>Mixer</dfn>.
</p>
<img class="right" src="/ardour/manual/html/diagrams/editor-summary.png"
alt="Ardour's editor window" />
<p>
The <dfn>Editor</dfn> window includes the editor track <dfn>canvas</dfn>
where you can arrange audio and MIDI data along a timeline. This is the
window you will be in while editing and arranging a project. The window
has a general "horizontal" sense to it: the timeline flows from left to
right, the playhead showing the current position in the session moves
from left to right &mdash; the window really represents <dfn>time</dfn>
in a fairly literal way.
</p>
<img class="right" src="/ardour/manual/html/diagrams/mixer-summary.png"
alt="ardour's mixer window" />
<p>
The <dfn>Mixer</dfn> window on the other hand represents signal flow and
is the window you will probably be using most when mixing a session. It
includes <dfn>channel strips</dfn> for each track and bus in your session.
It has a general "vertical" sense to it: signals flow from the top of each
channel strip through the processing elements in the strip to reach the
output listed at the bottom.
</p>
<p>
It is possible to show a single channel strip in the editor window, and
some people find this enough to work on mixing without actually opening
the mixer window. Most of the time though, you will want both of these
windows at various stages of a session's lifetime &mdash; sometimes
you'll be focused on editing, sometimes on mixing and possibly some of
the time on both.
</p>
{% children %}

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@ -2,21 +2,40 @@
layout: default
title: Starting Ardour
---
<p>There are several ways of starting Ardour, which may vary depending on which platform you are using it on.</p>
<p>
There are several ways of <dfn>starting Ardour</dfn>, which may vary
depending on which platform you are using it.
</p>
<ul>
<li>double-click the Ardour icon in your platfom's file manager (e.g. Nautilus on Linux, Finder on OS X)</li>
<li>double click on an Ardour session file in your platform's file manager</li>
<li>on Linux, you can also start Ardour <a href="/ardours-interface/starting-ardour/starting-ardour-from-the-command-line">on the command line</a>
</li>
<li>double-click the Ardour icon in your platform's file manager (e.g.
Nautilus on Linux, Finder on OS X)</li>
<li>double click on an Ardour session file in your platform's file manager</li>
<li>on Linux, you can also start Ardour <a
href="/ardours-interface/starting-ardour/starting-ardour-from-the-command-line">on
the command line</a></li>
</ul>
<p>When Ardour is run for the very first time, a special dialog is displayed that will ask you several questions about your setup. You will not be asked these questions again, but you can always modify your choices via the Preferences dialog.</p>
<p>In general, it is sensible to start JACK before you run Ardour. This is not necessary, but will provide you with more control and options over JACK's operation. </p>
<p>If you open Ardour without specifying an existing session it will display the "New Session" dialog. If JACK is not already running, there will be an extra "Audio Engine" tab in that dialog to configure JACK, which Ardour will start automatically.</p>
<p>If you did specify an existing session but JACK is not already running, the "New Session" dialog will contain just the Audio Engine tab. </p>
<p>
When Ardour is run for the very first time, a special dialog is displayed
that will ask you several questions about your setup. You will not be asked
these questions again, but you can always modify your choices via the
<kbd class="menu">Edit &gt; Preferences</kbd> dialog.
</p>
<p>
In general, it is sensible to start JACK before you run Ardour. This is not
necessary, but will provide you with more control and options over JACK's
operation.
</p>
<p>
If you open Ardour without specifying an existing session it will display
the <kbd class="menu">Session &gt New...</kbd> dialog. If JACK is not already
running, there will be an extra <kbd class="menu">Audio Engine</kbd> tab in
that dialog to configure JACK, which Ardour will then start automatically.
</p>
<p>
If you did specify an existing session but JACK is not already running, the
<kbd class="menu">New Session</kbd> dialog will contain just the Audio Engine tab.
</p>
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@ -1,19 +1,28 @@
---
layout: default
title: Starting Ardour From the Command Line
title: Starting Ardour From the Command Line (Linux)
menu-title: Starting from Linux Cmdline
---
<h2>Starting Ardour on the command line (Linux)</h2>
<p>Like (almost) any other program on Linux, Ardour can be started on the command line.
Type the following command in a terminal window:
<p>
Like (almost) any other program on Linux, Ardour can be started on the
command line. Type the following command in a terminal window:
</p>
<code>ardour3</code>
<p>To start Ardour with an existing session:</p>
<code>ardour3 /path/to/session</code>
<p>replacing /path/to/session with the actual path to your session. You can specify either the session folder or any session file inside the folder (including snapshots).</p>
<p>To start Ardour with a new, named session:</p>
<code>ardour3 -N /path/to/new/session</code>
<kbd class="lincmd">ardour3</kbd>>
<p>
To start Ardour with an existing session:
</p>
<kbd class="lincmd">ardour3 <em>/path/to/session</kbd>
<p>
replacing /path/to/session with the actual path to your session. You can
specify either the session folder or any session file inside the folder,
including snapshots.
</p>
<p>
To start Ardour with a new, named session:
</p>
<kbd class="lincmd">ardour3 -N <em>/path/to/session</kbd>
<h3>Other Command Line Options</h3>

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@ -3,9 +3,10 @@ layout: default
title: Basic GUI Operations
---
<p>Ardour has a number of different techniques to offer when you interact with it. This chapter provides information on basic techniques for entering text, making selections, and using shortcuts.</p>
<p>
Ardour offers a number of different ways for you to interact with it.
This chapter provides information on basic techniques for <dfn>entering
text</dfn>, <dfn>making selections</dfn>, and <dfn>using shortcuts</dfn>.
</p>
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@ -3,13 +3,10 @@ layout: default
title: Interface Elements
---
<h3>Checkboxes</h3>
<h3>Buttons</h3>
<h3>Pull Down Menus</h3>
<h3>Pop Up Menus</h3>
<h3>Context Menus</h3>
<h3>Browsers</h3>
<h2>Checkboxes</h2>
<h2>Buttons</h2>
<h2>Pull Down Menus</h2>
<h2>Pop Up Menus</h2>
<h2>Context Menus</h2>
<h2>Browsers</h2>

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@ -2,9 +2,36 @@
layout: default
title: Key Bindings
---
<p>Almost every available function in Ardour can be executed via a key binding (or OSC command). There are many more functions available than there are keys on even the largest current computer keyboards, so only a subset of them are bound to keys by default.</p>
<p>
Almost every available function in Ardour can be executed via a
<dfn>key binding</dfn> or <dfn><abbr title="Open Sound
Control">OSC</abbr></dfn> command. There are many more functions
available than there are keys on even the largest current computer
keyboards, so only a subset of them are bound to keys by default.
</p>
<h2>Key bindings for menu items</h2>
<p>
Existing key bindings in menus are listed on the right side of the
menu items.
</p>
<p>
To create a custom key binding for a menu item quickly, navigate to
the relevant (sub-) menu, hover over the item with the mouse and press
the desired combination of modifiers and key.
</p>
<p class="warning">
Ardour will silently re-assign the binding if you use a key
combination that is already in use, possibly removing a standard
keyboard shortcut without warning you. That might lead to confusion
when you ask other users for help, and they explain something in terms
of a standard key binding, which will then have a completely
different effect on your system.
</p>
<h2>Key binding editor</h2>
<p>
For a complete overview of all existing keyboard bindings, go to
<kbd class="menu">Window &gt; Key Bindings</kbd>. This widget will let
you view and edit even those functions that are not available in the menu,
and even remove key bindings altogether.
</p>

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@ -2,16 +2,42 @@
layout: default
title: Selection Techniques
---
<p>Ardour follows the conventions used by most other computer software (including other DAWs) for selecting objects in the GUI.</p>
<p>
Ardour follows the conventions used by most other computer software
(including other DAWs) for <dfn>selecting objects</dfn> in the
<abbr title="Graphical User Interface">GUI</abbr>.
</p>
<h2>Selecting individual objects</h2>
<p>Clicking on object (sometimes in a particular part of its on-screen representation) will select the object, and deselect other similar objects.</p>
<p>
Clicking on an object (sometimes on a particular part of its
on-screen representation) will select the object, and deselect other
similar objects.
</p>
<h2>Selecting multiple (similar) objects</h2>
<p><kbd class="mod1">click</kbd> on an object toggles it selected status, so using <kbd class="mod1">click</kbd> on a series of objects will select (or deselect) each one of them. You can construct completely arbitrary selections with this technique.</p>
<p>
A <kbd class="mod1 mouse">left</kbd> click on an object toggles its
<samp>selected</samp> status, so using <kbd class="mod1 mouse">left</kbd>
on a series of objects will select (or deselect) each one of them. You can
construct completely arbitrary selections with this technique.
</p>
<h2>Selecting a range of objects</h2>
<p>In cases where the idea of "select all objects between this one and that one" makes sense, you can click one object and then Shift click another to select both of them as well as all object in between them. </p>
<h2>Range Selection</h2>
<p>These basic principles apply to <a href="/missing">Range Selection</a> - click-drag to select a range, <kbd class="mod1">drag</kbd> to create multiple ranges and shift-click to extend a range to cover a wider area.</p>
<p>
In cases where the idea of "select all objects between this one and that
one" makes sense, you can select one object and then click
<kbd class="mod3 mouse">left</kbd> on another to select both of them as
well as all objects in between.
</p>
<h2>Time range selection</h2>
<p>
To select a time <dfn>range</dfn> in the Editor,
click <kbd class="mouse">Left</kbd> and drag the mouse.
A <kbd class="mod1 mouse">Left</kbd> drag then lets you create other
ranges and a <kbd class="mod3 mouse">left</kbd> click extends a range
to cover a wider area.
</p>

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@ -3,8 +3,16 @@ layout: default
title: Tooltips
---
<p>By default, Ardour will often show helpful information about the purpose and use of most GUI control (buttons etc.) if you position the pointer over the GUI control and leave it there momentarily. These can be a good way to discover the purpose of many aspects of the GUI.</p>
<p>This can be distracting for experienced users, who may opt to disable it via <code>Edit &gt; Preferences &gt; GUI &gt; Show tooltip if mouse hovers over a control</code>.</p>
<p>
By default, Ardour will show helpful <dfn>tooltips</dfn> about
the purpose and use of each GUI element if you position the pointer
over it and hover there for a short while.
These little pop-up messages can be a good way to discover the
purpose of many aspects of the GUI.
</p>
<p>
Pop-ups can be distracting for experienced users, who may opt to
disable them via <kbd class="optoff">Edit &gt; Preferences &gt; GUI &gt;
Show tooltip if mouse hovers over a control</kbd>.
</p>

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@ -3,10 +3,25 @@ layout: default
title: Undo/Redo for Editing
---
<h2>Undo/Redo for Editing</h2>
<p>It is very common to make changes while editing that you did not intend to, or that you later decide were the wrong choice. All changes to the arrangement of session components (regions, control points) along the timeline can be undone (and then redone). The default keybinding for undo is Ctrl/Cmd-z and for redo is Ctrl/Cmd-r (these match the conventions of most other applications that provide undo/redo.</p>
<p>Changes are also saved to the session history file, so that undo/redo is possible even if you close the session and reopen it (even if you quit Ardour in between).</p>
<p>The maximum number of changes that can be undone can be altered in the Editing tab of the Preferences dialog. The maximum number of changes stored in the history file is a separate parameter, and can also be set in the same place.</p>
<p>
While editing, it happens that you apply an unintended change, or make
a choice one that you later decide was wrong. All changes to the
arrangement of session components (regions, control points) along the
timeline can be <dfn>undone</dfn> (and <dfn>redone</dfn> if necessary).
</p>
<p>
The default keybindings are <kbd class="mod1">Z</kbd> for Undo and
<kbd class="mod1">R</kbd> for Redo. These match the conventions of most
other applications that provide undo/redo.
</p>
<p>
Changes are also saved to the <dfn>session history</dfn> file, so that
undo/redo is possible even if you close the session and reopen it later,
even if you quit Ardour in between.</p>
<p>
The maximum number of changes that can be undone can be configured under
<kbd class="menu">Edit &gt; Preferences &gt; Misc &gt; Undo</kbd>.
The maximum number of changes stored in the history file is a separate
parameter, and can also be set in the same place.
</p>

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@ -3,54 +3,120 @@ layout: default
title: Using the Mouse
---
<h2>Clicking</h2>
<p>Throughout this manual, the term "click" refers to the act of pressing and releasing the leftmost mouse button (technically identified as Button1, but your operating system may allow this to be reassigned). This action is used to select objects, activate buttons, turn on/off choices, popup menus and so forth.</p>
<p>On touch surfaces, it also corresponds to a regular, single-finger tap on the GUI.</p>
<h2>Clicking</h2>
<p>
Throughout this manual, the term <dfn>click</dfn> refers to the act of pressing
and releasing the leftmost mouse button (technically identified as
<kbd class="mouse">Button1</kbd>, but your operating system may allow
this to be reassigned). This action is used to select objects, activate
buttons, turn choices on and off, pop up menus and so forth.<br />
On touch surfaces, it also corresponds to a single, one-finger tap on
the GUI.
</p>
<h2>Right Clicking</h2>
<p>Throughout this manual, the term "right-click" refers to the act of pressing and releasing the rightmost mouse button (technically identified as Button2, but your operating system may allow this to be reassigned). This action is used to pop up "context menus" (hence the term "context click", which you will also see). It is also used by default in combination with the shift key for deleting objects within the editor window. Mac OS mice sometimes have only one button. On Mac OS if you press and hold the Control key this is equivalent to right-clicking.</p>
<p>
The term <dfn>right-click</dfn> refers to the act of pressing and releasing
the rightmost mouse button (internally called <kbd class="mouse">Button2</kbd>,
but again your operating system may allow this to be reassigned).
This action is used to pop up <dfn>context menus</dfn> (hence the term
"context click", which you will also see). It is also used by default in
combination with the shift key to delete objects within the editor
window.
</p>
<p class="note mac">
Mac OS mice sometimes have only one button. On Mac OS if you press and hold
the Control key this is equivalent to right-clicking.
</p>
<h2>Middle Clicking</h2>
<p>Throughout this manual, the term "middle-click" refers to the act of pressing and releasing the middle mouse button (technically identified as Button3, but your operating system may allow this to be reassigned). Not all all mice have a middle click button (see <a href="/setting-up-your-system/mouse/">mouse</a> for details). Sometimes the scroll wheel acts as a clickable middle button. This action is used for time-constrained region copying and mapping MIDI bindings</p>
<p>
A <dfn>middle-click</dfn> refers to the act of pressing and releasing the
middle mouse button (<kbd class="mouse">Button3</kbd>, which may also be
reassigned). Not all all mice have a middle click button
(see the <a href="/setting-up-your-system/mouse/">Mouse</a> chapter for
details). Sometimes the scroll wheel acts as a clickable middle button.
This action is used for time-constrained region copying and mapping MIDI
bindings.
</p>
<h2>Double Clicking</h2>
<p>A "double click" refers to two rapid press/release actions on the leftmost mouse button. The time interval between the two press/release actions that determines whether this is seen as two clicks or one double click is controlled by your system preferences, not by Ardour.</p>
<p>
A <dfn>double click</dfn> refers to two rapid press/release cycles on the
leftmost mouse button. The time interval between the two actions that
determines whether this is seen as two clicks or one double click is
controlled by your system preferences, not by Ardour.
</p>
<h2>Drags</h2>
<p>Throughut this manual, the term "drag" primarily refers to the act of pressing the leftmost mouse button, then moving the mouse with the button held down, and then releasing the button. On touch surfaces, this term also corresponds to a normal single finger touch-motion-release action.</p>
<p>Ardour also uses the middle mouse button for certain kinds of drags, which will be referred to as "middle-drag" - these are identical to a normal drag except that they involve using the middle button rather than the left button.</p>
<h2>Dragging</h2>
<p>
A <dfn>drag</dfn> primarily refers to the act of pressing the leftmost
mouse button, moving the mouse with the button held down, and then
releasing the button. On touch surfaces, this term also corresponds to
a single one-finger touch-move-release action.
</p>
<p>
Ardour also uses the middle mouse button for certain kinds of drags,
which will be referred to as <dfn>middle-drag</dfn>.
</p>
<h2>Modifiers</h2>
<p>There are many actions in Ardour that can be carried out using a mouse button in combination with a "modifier key". When the manual refers to Ctrl-click, it means that you should first press the Control key, then carry out a normal click while the Control key is held down, and then finally release the Control key. On Mac OS use Cmd-click instead. Available modifiers depend on the platform you are using Ardour on:</p>
<p>
There are many actions in Ardour that can be carried out using a mouse
button in combination with a <dfn>modifier key</dfn>. When the manual
refers to <kbd class="mod1 mouse">Left</kbd>, it means that you should first
press the <kbd class="mod1"></kbd> key, carry out a left click
while <kbd class="mod1"></kbd> is held down, and then finally release the key.
</p>
<p>
Available modifiers depend on your platform:
</p>
<h3>Linux Modifiers</h3>
<ul>
<li>Control (Ctrl)
</li>
<li>Shift</li>
<li>Alt</li>
<li>Mod2</li>
<li>Mod3</li>
<li>Mod4</li>
<li>Mod5</li>
<li><kbd>Ctrl</kbd> (Control)</li>
<li><kbd>Shift</kbd></li>
<li><kbd>Alt</kbd></li>
<li><kbd>Mod2</kbd></li>
<li><kbd>Mod3</kbd></li>
<li><kbd>Mod4</kbd></li>
<li><kbd>Mod5</kbd></li>
</ul>
<p>Mod2 typically correspond to the NumLock key on many systems. On most Linux systems, there are no keys that will function as modifiers Mod3, Mod4 or Mod5 by default, but they can be setup using xmodmap(1). This can be rather useful.</p>
<p class="warning">
The following section is almost certainly wrong. Will need to be checked
and rewritten asap.
</p>
<p>
Mod2 typically corresponds to the <kbd>NumLock</kbd> key on many systems.
On most Linux systems, there are no keys that will function as modifiers
Mod3, Mod4 or Mod5 by default, but they can be setup using
<dfn>xmodmap(1)</dfn>. This can be rather useful.
</p>
<h3>OS X Modifiers</h3>
<ul>
<li>Command (Cmd)
</li>
<li>Control (Ctrl)
</li>
<li>Option (Alt)
</li>
<li>Shift
</li>
<li><kbd>Cmd</kbd> (Command, "windmill")</li>
<li><kbd>Ctrl</kbd> (Control)</li>
<li><kbd>Alt</kbd> (Option)</li>
<li><kbd>Shift</kbd></li>
</ul>
<h2>Scroll Wheel</h2>
<p>Ardour can make good use of a scroll wheel on your mouse, which can be utilized for a variety of purposes. Scroll wheels can generate both vertical scroll events (ScrollUp and ScrollDown) and/or horizontal events (ScrollLeft and ScrollRight). When appropriate, Ardour will differentiate between these two different scroll axes. Otherwise it will interpret ScrollDown and ScrollLeft as equivalent and similarly interpret ScrollUp and ScrollRight as equivalent. </p>
<p>Typically, scrolling is used to adjust continuous controls (e.g. faders/knobs), or to scroll vertically or horizontally.</p>
<p>
Ardour can make good use of a <dfn>scroll wheel</dfn> on your mouse, which can be
utilized for a variety of purposes. Scroll wheels generate vertical
scroll events, <kbd class="mouse">&uArr;</kbd> (ScrollUp) and
<kbd class="mouse">&dArr;</kbd> (ScrollDown). Some also emit horizontal
events, <kbd class="mouse">&lArr;</kbd> (ScrollLeft) and
<kbd class="mouse">&rArr;</kbd> (ScrollRight).
</p>
<p>
When appropriate, Ardour will differentiate between these two different
scroll axes. Otherwise it will interpret ScrollDown and ScrollLeft as
equivalent and similarly interpret ScrollUp and ScrollRight as equivalent.
</p>
<p>
Typically, scroll wheel input is used to adjust
<dfn>continuous controls</dfn> such as faders and knobs, or to scroll
vertically or horizontally inside a window.
</p>

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@ -2,15 +2,34 @@
layout: default
title: Cut and Paste Operations
---
<p>
The <dfn>clipboard</dfn> is a holder for various kinds of objects (regions,
control events, plugins) that is used during <dfn>cut-and-paste
operations</dfn>.
</p>
<h2>Cut</h2>
<p>
A <dfn>cut</dfn> operation removes selected objects and places them in the
clipboard. The existing contents of the clipboard are overwriten.<br />
The default key binding is <kbd class="mod1">x</kbd>.
</p>
<p>The clipboard is a holder for various kinds of objects (regions, control events, plugins) that is used during cut-n-paste operations.</p>
<h3>Cut</h3>
<p>A cut operation removes selected objects and places them in the clipboard. The existing contents of the clipboard are overwriten. The default key binding is <kbd class="mod1">x</kbd>.</p>
<h3>Copy</h3>
<p>A copy of the selected objects are placed in clipboard. There is no effect on the selected objects. The existing contents of the clipboard are overwritten. The default key binding is <kbd class="mod1">c</kbd>.</p>
<h3>Paste</h3>
<p>The current contents of the clipboard are inserted into the session, using the current edit point as the reference point. The contents of the clipboard remain unchanged. The default key binding is <kbd class="mod1">v</kbd>.</p>
<h2>Copy</h2>
<p>
A <dfn>copy</dfn> of the selected objects are placed in clipboard. There is
no effect on the selected objects themselves. The existing contents of the
clipboard are overwritten. <br />
The default key binding is <kbd class="mod1">c</kbd>.
</p>
<h2>Paste</h2>
<p>
The current contents of the clipboard are <dfn>paste</dfn>d (inserted)
into the session, using the current <dfn>edit point</dfn> as the
destination. The contents of the clipboard remain unchanged &mdash; you
can paste the same item multiple times. <br />
The default key binding is <kbd class="mod1">v</kbd>.
</p>

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@ -3,14 +3,36 @@ layout: default
title: Deleting Objects
---
<p>
Within the Editor window (and to some extent within the Mixer window too),
there are several techniques for <dfn>deleting</dfn> objects (regions,
control points, and more).
</p>
<p>Within the Editor window (and to some extent within the Mixer window too), there are several techniques for deleting objects (regions, control points, and more).</p>
<h2>Using the mouse and keyboard</h2>
<p>Select the object(s) and then press the Delete key. This does <strong>not</strong> put the deleted object(s) into the cut buffer, so they cannot be pasted elsewhere.</p>
<h2>Using normal cut and paste</h2>
<p>Select the object(s) and then press <kbd class="mod1">x</kbd>. This puts the deleted object(s) into the cut buffer so that they can be pasted elsewhere.</p>
<p>
Select the object(s) and then press the <kbd>Del</kbd> key.
This does <strong>not</strong> put the deleted object(s) into the cut
buffer, so they cannot be pasted elsewhere.
</p>
<h2>Using normal cut and paste shortcuts</h2>
<p>
Select the object(s) and then press <kbd class="mod1">x</kbd>. This puts
the deleted object(s) into the cut buffer so that they could be pasted
elsewhere.
</p>
<h2>Using just the mouse</h2>
<p>By default, <kbd>Shift-right-click</kbd> will delete the clicked-upon object. Like the Delete key, this does <strong>not</strong> put the deleted object(s) into the cut buffer, so they cannot be pasted elsewhere.</p>
<p>The modifier and mouse button used for this can be controlled via <code>Edit &gt; Preferences &gt; User Interaction &gt; Delete using ...</code>. Any modifier and mouse button combination can be used.</p>
<p>
By default, <kbd class="mouse">Shift Right</kbd> will delete the
clicked-upon object. Like the Del key, this does <strong>not</strong>
put the deleted object(s) into the cut buffer.
</p>
<p>
The modifier and mouse button used for this can be controlled via
<kbd class="menu">Edit &gt; Preferences &gt; User Interaction &gt;
Delete using ...</kbd>. Any modifier and mouse button combination can
be used.
</p>

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