Rearrangement and cleanup of Part I.

This includes rewriting out all of the "you" language that was peppered
throughout, fixing inconsistencies in layout, and removing <br>s
wherever they were misused and unnecessary (which was quite a lot).
This commit is contained in:
Shamus Hammons 2017-02-24 23:30:29 -06:00
parent 2a78650ae3
commit 7a4c28bd86
142 changed files with 2157 additions and 2063 deletions

View File

@ -188,6 +188,7 @@ def GetChildren(fs, pos):
return children return children
# #
# Get the parent at this level # Get the parent at this level
# #
@ -200,20 +201,24 @@ def GetParent(fs, pos):
return pos return pos
# #
# Creates the BreadCrumbs # Creates the BreadCrumbs
# #
def GetBreadCrumbs(fs, pos): def GetBreadCrumbs(fs, pos):
breadcrumbs = ' <span class="divider">&gt;</span> <li class="active">'+ fs[pos]['title'] + '</li>'
# The <span class="divider">&gt;</span> is for Bootstrap pre-3.0 # The <span class="divider">&gt;</span> is for Bootstrap pre-3.0
breadcrumbs = ' <span class="divider">&gt;</span> <li class="active">'+ fs[pos]['title'] + '</li>'
while pos >= 0: while pos >= 0:
pos = GetParent(fs,pos) pos = GetParent(fs, pos)
if pos >= 0: if pos >= 0:
breadcrumbs=' <span class="divider">&gt;</span> <li><a href="/' + fs[pos]['filename'] + '/">'+ fs[pos]['title'] + '</a></li>'+ breadcrumbs breadcrumbs=' <span class="divider">&gt;</span> <li><a href="/' + fs[pos]['filename'] + '/">'+ fs[pos]['title'] + '</a></li>'+ breadcrumbs
breadcrumbs = '<ol class="breadcrumb"><li><a href="/toc/index.html">Home</a></li>' + breadcrumbs + '</ol>' breadcrumbs = '<ol class="breadcrumb"><li><a href="/toc/index.html">Home</a></li>' + breadcrumbs + '</ol>'
return breadcrumbs return breadcrumbs
# #
# Make an array of children attached to each node in the file structure # Make an array of children attached to each node in the file structure
# (It's a quasi-tree structure, and can be traversed as such.) # (It's a quasi-tree structure, and can be traversed as such.)
@ -443,9 +448,9 @@ for header in fileStruct:
elif level == 2: elif level == 2:
toc = toc + ' <a id=subchapter href="/' + header['filename'] + '/">' + header['title'] + '</a><br>\n' toc = toc + ' <a id=subchapter href="/' + header['filename'] + '/">' + header['title'] + '</a><br>\n'
elif level == 3: elif level == 3:
toc = toc + ' <a id=subchapter href="/' + header['filename'] + '/">' + header['title'] + '</a><br>\n' toc = toc + ' <a id=section href="/' + header['filename'] + '/">' + header['title'] + '</a><br>\n'
elif level == 4: elif level == 4:
toc = toc + ' <a id=subchapter href="/' + header['filename'] + '/">' + header['title'] + '</a><br>\n' toc = toc + ' <a id=subsection href="/' + header['filename'] + '/">' + header['title'] + '</a><br>\n'
# Make the 'this thing contains...' stuff # Make the 'this thing contains...' stuff
if HaveChildren(fileStruct, pageNumber): if HaveChildren(fileStruct, pageNumber):
@ -555,3 +560,4 @@ tocFile.close()
if not quiet: if not quiet:
print('Processed ' + str(fileCount) + ' files.') print('Processed ' + str(fileCount) + ' files.')

View File

@ -1,50 +1,56 @@
<h2>Conventions Used In This Manual</h2> <h2>Conventions Used In This Manual</h2>
<p> <p>
This section covers some of the typographical and language conventions This section covers some of the typographical and language conventions
used in this manual. used in this manual.
</p> </p>
<h3>Keyboards and Modifiers</h3> <h3>Keyboards and Modifiers</h3>
<p> <p>
<dfn>Keyboard bindings</dfn> are shown like this: <kbd>s</kbd> or <dfn>Keyboard bindings</dfn> are shown like this: <kbd>s</kbd> or
<kbd class="mod1">x</kbd>. <kbd class="mod1">x</kbd>.
</p> </p>
<p> <p>
<kbd class="mod1">x</kbd> means "press the <kbd class="mod1">&nbsp;</kbd> key, keep it pressed <kbd class="mod1">x</kbd> means "press the <kbd class="mod1n"></kbd>
and then also press the <kbd>x</kbd> key". key, keep it pressed and then also press the <kbd>x</kbd> key".
</p> </p>
<p> <p>
You may also see key combinations Combinations such as <kbd class="mod12">e</kbd> may be seen, which means
such as <kbd class="mod12">e</kbd>, which mean that you should hold down "hold down the <kbd class="mod1n"></kbd> key <em>and</em> the <kbd
the <kbd class="mod1">&nbsp;</kbd> key <em>and</em> the class="mod2n"></kbd> key, and then, while keeping them both down, press the
<kbd class="mod2">&nbsp;</kbd> key, and then, while keeping them both <kbd>e</kbd> key".
down, press the <kbd>e</kbd> key.
</p> </p>
<p>
Note that different platforms have different conventions for which <p class="note">
modifier key (Control or Command) to use as the primary or most common Different platforms have different conventions for which modifier key
modifier. When viewing this manual from a machine identifying itself as (Control or Command) to use as the primary or most common modifier. When
running OS X, you will see <kbd>Cmd&nbsp;</kbd> where appropriate (for instance viewing this manual from a machine identifying itself as running OS X,
in the first example above). On other machines you will see <kbd>Cmd</kbd> will be seen where appropriate (for instance in the first
<kbd>Ctrl&nbsp;</kbd> instead. example above). On other machines <kbd>Ctrl</kbd> will be seen instead.
</p> </p>
<h3>Mouse Buttons</h3> <h3>Mouse Buttons</h3>
<p> <p>
We refer to <a href="@@mouse">mouse buttons</a> as <a href="@@mouse">mouse buttons</a> are refered to as <kbd
<kbd class="mouse">Left</kbd>, <kbd class="mouse">Middle</kbd> and class="mouse">Left</kbd>, <kbd class="mouse">Middle</kbd> and <kbd
<kbd class="mouse">Right</kbd>. Ardour can use additional buttons, but they have class="mouse">Right</kbd>. Ardour can use additional buttons, but they have no
no default behaviour in the program. default behaviour in the program.
</p> </p>
<h4>Mouse click modifiers</h4> <h4>Mouse click modifiers</h4>
<p> <p>
Many editing functions are performed by clicking the mouse while holding a Many editing functions are performed by clicking the mouse while holding a
modifier key, for example <kbd class="mouse mod1">Left</kbd>. modifier key, for example <kbd class="mouse mod1">Left</kbd>.
</p> </p>
<h4>Mouse wheel</h4> <h4>Mouse wheel</h4>
<p> <p>
Some GUI elements can optionally be controlled with the mouse wheel when Some GUI elements can optionally be controlled with the mouse wheel when
the pointer is hovering over them. The notation for mouse wheel action is the pointer is hovering over them. The notation for mouse wheel action is
@ -53,81 +59,91 @@
</p> </p>
<h4>Context-click</h4> <h4>Context-click</h4>
<p> <p>
The term <dfn>context-click</dfn> is used to indicate The term <dfn>context-click</dfn> is used to indicate a <kbd
that you should (typically) <kbd class="mouse">Right</kbd>-click on a particular element of the graphical class="mouse">Right</kbd>-click on a particular element of the graphical user
user interface. Although right-click is the common, default way to do this, there interface. Although right-click is the common, default way to do this, there
are other ways to accomplish the same thing&mdash;this term refers to any of them, are other ways to accomplish the same thing&mdash;this term refers to any of
and the result is always that a menu specific to the item you clicked on will be them, and the result is always that a menu specific to the item clicked on
displayed. will be displayed.
</p> </p>
<h4>"The Pointer"</h4> <h4>"The Pointer"</h4>
<p> <p>
When the manual refers to the "pointer", it means the on-screen representation When the manual refers to the "pointer", it means the on-screen
of the mouse position or the location of a touch action if you are using a touch representation of the mouse position or the location of a touch action if
interface. touch interface is being used.
</p> </p>
<h3>Other user input</h3> <h3>Other user input</h3>
<p> <p>
Ardour supports hardware controllers, such as banks of Ardour supports hardware controllers, such as banks of <kbd
<kbd class="fader">faders</kbd>, <kbd class="knob">knobs</kbd>, or class="fader">faders</kbd>, <kbd class="knob">knobs</kbd>, or <kbd
<kbd class="button">buttons</kbd>. class="button">buttons</kbd>.
</p> </p>
<h3>Menu Items</h3> <h3>Menu Items</h3>
<p> <p>
Menu items are indicated like this:<br> Menu items are indicated like this: <kbd class="menu">Top &gt; Next &gt;
<kbd class="menu">Top &gt; Next &gt; Deeper</kbd>.<br> Deeper</kbd>. Each "&gt;"-separated item indicates one level of a nested menu
Each "&gt;"-separated item indicates one level of a nested (sub-)menu. or sub-menu.
</p> </p>
<h3>Preference/Dialog Options</h3> <h3>Preference/Dialog Options</h3>
<p> <p>
Choices in various dialogs, notably the Preferences and Properties dialog, are Choices in various dialogs, notably the Preferences and Properties dialog,
indicated like this: are indicated thus:
</p> </p>
<p> <p>
<kbd class="option">Edit &gt; Preferences &gt; Audio &gt; Some Option</kbd>. <kbd class="option">Edit &gt; Preferences &gt; Audio &gt; Some Option</kbd>.
</p> </p>
<p> <p>
Each successive item indicates either a (sub-) menu or a tabbed dialog Each successive item indicates either a menu, sub-menu, or a tabbed dialog
navigation. The final item is the one to choose or select. navigation. The final item is the one to choose or select.
</p> </p>
<p> <p>
If you are requested to deselect an option, you will see something like If an option is deselected, it will look like this:
this:
</p>
<p>
<kbd class="optoff">Edit &gt; Preferences &gt; Audio &gt; Some other Option</kbd>.
</p> </p>
<p> <p>
<kbd class="optoff">Edit &gt; Preferences &gt; Audio &gt; Some other
Option</kbd>.
</p> </p>
<h3>User Input</h3> <h3>User Input</h3>
<p> <p>
Some dialogs or features may require you to type in some <kbd class="input">data Some dialogs or features may require the user to input data <kbd class="input">such as this</kbd>. In rare cases, certain operations will be required to be performed at the command line of the operating system:
such as this</kbd>. In rare cases, you will be required to perform certain
operations at the command line of your operating system:
</p> </p>
<kbd class="cmd lin">cat /proc/cpuinfo</kbd> <kbd class="cmd lin">cat /proc/cpuinfo</kbd>
<kbd class="cmd mac">sleep 3600</kbd> <kbd class="cmd mac">sleep 3600</kbd>
<kbd class="cmd win">ping www.google.com</kbd> <kbd class="cmd win">ping www.google.com</kbd>
<h3>Program Output</h3> <h3>Program Output</h3>
<p> <p>
Important messages from Ardour or other programs will be displayed Important messages from Ardour or other programs will be displayed <samp>like
<samp>like this</samp>. this</samp>.
</p> </p>
<h3>Notes</h3> <h3>Notes</h3>
<p class="note"> <p class="note">
Important notes about things that might not otherwise be obvious are shown in Important notes about things that might not otherwise be obvious are shown in
this format. this format.
</p> </p>
<h3>Warnings</h3> <h3>Warnings</h3>
<p class="warning"> <p class="warning">
Hairy issues that might cause things to go wrong, lose data, impair sound Hairy issues that might cause things to go wrong, lose data, impair sound
quality, or eat your proverbial goldfish, are displayed in this way. quality, or eat your proverbial goldfish, are displayed in this way.

View File

@ -1,20 +1,26 @@
<p>In addition to this documentation, you may check a variety of other <p>
<dfn>resources</dfn>:</p> In addition to this documentation, there are a variety of other
<dfn>resources</dfn>:
</p>
<ul> <ul>
<li>the <a href="https://ardour.org/whatsnew.html">Ardour release <li>the <a href="https://ardour.org/whatsnew.html">Ardour release notes</a>
notes</a></li> </li>
<li>the <a href="https://community.ardour.org/forums">Ardour <li>the <a href="https://community.ardour.org/forums">Ardour Forums</a></li>
Forums</a></li>
<li>information about <a href="https://community.ardour.org/community">Ardour <li>information about <a href="https://community.ardour.org/community">Ardour
Support</a> via mailing lists and IRC (chat)</li> Support</a> via mailing lists and IRC (chat)</li>
</ul> </ul>
<p> <p>
The <dfn>IRC channels</dfn> in particular are where most of the day-to-day The <dfn>IRC channels</dfn> in particular are where most of the day-to-day
development and debugging is done, and there are plenty of experienced development and debugging is done, and there are plenty of experienced users
users to help you if you run into problems.<br> to help if problems are encountered when using Ardour.
Please be prepared to hang around for a few hours, the chat is usually </p>
busiest from 19:00&nbsp;UTC to 04:00&nbsp;UTC. If you can, keep your chat
window open, so that you don't miss a belated answer. <p>
Please be prepared to hang around for a few hours, the chat is usually
busiest from 19:00&nbsp;UTC to 04:00&nbsp;UTC. It is best to keep one's IRC
client window open if possible, so that a belated answer can be seen.
</p> </p>

View File

@ -1,2 +0,0 @@

View File

@ -0,0 +1,95 @@
<p>
<dfn>Ardour</dfn> is a professional digital workstation for working with
audio and MIDI.
</p>
<h2>Ardour is meant for&hellip;</h2>
<h3>Audio Engineers</h3>
<p>
Ardour's core user group: people who want to record, edit, mix and master
audio and MIDI projects. When you need complete control over your tools, when
the limitations of other designs get in the way, when you plan to spend hours
or days working on a session, Ardour is there to make things work the way you
want them to.
</p>
<h3>Musicians</h3>
<p>
Being the best tool to record talented performers on actual instruments has
always been a top priority for Ardour. Rather than being focused on
electronic and pop music idioms, Ardour steps out of the way to encourage the
creative process to remain where it always has been: a musician playing a
carefully designed and well built instrument.
</p>
<h3>Soundtrack Editors</h3>
<p>
Sample accurate sync and shared transport control with video playback tools
allows Ardour to provide a fast and natural environment for creating and
editing soundtracks for film and video projects.
</p>
<h3>Composers</h3>
<p>
Arrange audio and MIDI using the same tools and same workflow. Use external
hardware synthesizers or software instruments as sound sources. From sound
design to electro-acoustic composition to dense multitrack MIDI editing,
Ardour can help.
</p>
<h2>Ardour features&hellip;</h2>
<h3>Audio and MIDI Multi-Track Recording and Editing</h3>
<p>
Any number of tracks and busses. Non-linear editing. Non-destructive (and
destructive!) recording. Any bit depth, any sample rate. Dozens of file
formats.
</p>
<h3>Plugins with Full Sample Accurate Automation</h3>
<p>
AudioUnit, LV2, LinuxVST and LADSPA formats. FX plugins. Software
instruments. MIDI processors. Automate any parameters. Physically manipulate
them via control surfaces. Distribute processing across as many (or as few)
cores as you want.
</p>
<h3>Transport Sync and External Control Surfaces</h3>
<p>
Best-in-industry sync to MIDI timecode and LTC. Send and receive MIDI Machine
Control. Sync with JACK transport and MIDI clock. Dedicated Mackie Control
protocol support, pre-defined mappings for many MIDI controllers plus dynamic
MIDI learn. Use OSC to drive almost any operation in Ardour.
</p>
<h3>Powerful Anywhere-to-Anywhere Signal Routing</h3>
<p>
Complex signal flows are simple and elegant. Inputs and outputs connect to
your hardware and/or other applications. Use sends, inserts and returns
freely. Connections can be one-to-many, many-to-one or many-to-many. Tap
signal flows at any point. If you can't connect in the way you want with
Ardour, it probably can't be done.
</p>
<h3>Video Timeline</h3>
<p>
Import a single video and optionally extract the soundtrack from it. Display
a frame-by-frame (thumbnail) timeline of the video. Use a Video-monitor
window, or full-screen display, of the imported video in sync with any of the
available ardour timecode sources. Lock audio-regions to the video: Move
audio-regions with the video at video-frame granularity. Export the video,
cut start/end, add blank frames and/or mux it with the soundtrack of the
current-session.
</p>

View File

@ -94,3 +94,4 @@
any unused take or reference material out of the backup, reducing the archive's any unused take or reference material out of the backup, reducing the archive's
global file size. global file size.
</p> </p>

View File

@ -1,7 +1,194 @@
<h2>Interface Elements</h2>
<p class=fixme>Add missing content, if the following is really meant to be documented</p>
<h3>Checkboxes</h3>
<h3>Buttons</h3>
<h3>Pull Down Menus</h3>
<h3>Pop Up Menus</h3>
<h3>Context Menus</h3>
<h3>Browsers</h3>
<h2>Tooltips</h2>
<p> <p>
Ardour offers a number of different ways for you to interact with it. By default, Ardour will show helpful <dfn>tooltips</dfn> about the purpose
This chapter provides information on basic techniques for <dfn>entering and use of each <abbr title="Graphical User Interface">GUI</abbr> element if
text</dfn>, <dfn>making selections</dfn>, and <dfn>using shortcuts</dfn>. the pointer is positioned over it and hovered 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 also be distracting for experienced users, who may wish to
disable them via <kbd class="optoff">Edit &gt; Preferences &gt; GUI &gt; Show
tooltip if mouse hovers over a control</kbd>.
</p>
<h2>Selection Techniques</h2>
<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>
<h3>Selecting individual objects</h3>
<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>
<h3>Selecting multiple (similar) objects</h3>
<p>
A <kbd class="mod1 mouse">left</kbd>-click on an object toggles its selected
status, so using <kbd class="mod1 mouse">left</kbd> on a series of objects
will select (or deselect) each one of them. A completely arbitrary set of
selections can be constructed with this technique.
</p>
<h3>Selecting a range of objects</h3>
<p>
In cases where the idea of "select all objects between this one and that one"
makes sense, select one object and then <kbd class="mod3
mouse">left</kbd>-click on another to select both of them as well as all objects in between.
</p>
<h3>Time range selection</h3>
<p>
To select a time <dfn>range</dfn> in the Editor, <kbd
class="mouse">Left</kbd>-click 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>
<h3>Selection Undo</h3>
<p>
The set of objects (including time range) that are selected at any one time
is known as the selection. Each time an object is selected or deselected, the
new selection is stored in an undo/redo stack. This stack is cleared each
time the content of the timeline changes.
</p>
<p>
If a complex selection has been built up and then accidentally cleared it,
choosing <kbd class="menu">Edit &gt; Undo Selection Change</kbd> will restore
the previous selection. If a selection is undone and a return to the state
before the undo is desired, choosing <kbd class="menu">Edit &gt; Redo
Selection Change</kbd> will take the selection back to where it was before
<kbd class="menu">Edit &gt; Undo Selection Change</kbd> was chosen.
</p>
<h2>Cut and Paste Operations</h2>
<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>
<h3>Cut</h3>
<p>
A <dfn>cut</dfn> 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 <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. The default key binding is <kbd
class="mod1">c</kbd>.
</p>
<h3>Paste</h3>
<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;the same item can be pasted
multiple times. The default key binding is <kbd class="mod1">v</kbd>.
</p>
<h2>Deleting Objects</h2>
<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>
<h3>Using the mouse and keyboard</h3>
<p>
Select the object(s) to be deleted and then press the <kbd>Del</kbd> key.
This does <strong>not</strong> put the deleted object(s) in the clipboard, so
they cannot be pasted elsewhere.
</p>
<h3>Using normal cut and paste shortcuts</h3>
<p>
Select the object(s) and then press <kbd class="mod1">x</kbd>. This puts the
deleted object(s) in the clipboard so that they can be pasted elsewhere.
</p>
<h3>Using just the mouse</h3>
<p>
By default, <kbd class="mouse">Shift Right</kbd> will delete the clicked-upon
object. Like the <kbd>Del</kbd> key, this does <strong>not</strong> put the
deleted object(s) in the clipboard.
</p>
<p class="note">
The modifier and mouse button used for this can be controlled via <kbd
class="menu">Edit &gt; Preferences &gt; User Interaction &gt; Delete using
&hellip;</kbd>. Any modifier and mouse button combination can be used.
</p>
<h2>Undo/Redo for Editing</h2>
<p>
While editing, it sometimes happens that an unintended change is made, or a
choice is made that is later decided to be 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 the session is closed and reopened later, even
if Ardour is exited 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>
<p class="note">
In addition to the normal undo (which works only on actions that change the
timeline), there is a <dfn>visual undo</dfn> which will revert any command
that affects the display of the editor window. Its shortcut is <kbd
class="mod3">Z</kbd>. There is also an undo for selection; see "Selection
Techniques" above.
</p> </p>

View File

@ -1,111 +1,124 @@
<p> <p>
Ardour can be used in many different ways, from extremely simple to Ardour can be used in many different ways, from extremely simple to extremely
extremely complex. Many projects will be handled using the following complex. Many projects can be handled using the following kind of
kind of <dfn>workflow</dfn>. <dfn>workflow</dfn>:
</p> </p>
<h2>Stage 1: Creating Your Project</h2> <h2>Stage 1: Creating The Project</h2>
<p> <p>
The first step is to create a new <dfn>session</dfn>, or open an The first step is to create a new <dfn>session</dfn>, or open an existing
existing one. A session consists of a folder containing a session file one. A session consists of a folder containing a session file that defines
that defines all the information about the session. All media files used all the information about the session. All media files used by the session
by the session can be stored within the session folder. are usually stored within the session folder.
</p>
<p>
More details on sessions can be found in
<a href="@@sessions">Working With Sessions</a>.
</p> </p>
<h2>Stage 2: Creating and Importing Audio and MIDI data</h2> <p class="note">
<p> More details on sessions can be found in <a href="@@sessions">Sessions</a>
Once you have a session, you will want to add some audio and/or MIDI chapter.
material to it, which can be done in one of 3 ways:
</p> </p>
<h2>Stage 2: Creating and Importing Audio and MIDI Data</h2>
<p>
Once a session has been created, it will be necessary to add some audio
and/or MIDI material to it&mdash;which can be done in one of 3 ways:
</p>
<ul> <ul>
<li><dfn>Record</dfn> incoming audio or MIDI data, either via audio or MIDI hardware <li><dfn>Record</dfn> incoming audio or MIDI data, either via audio or MIDI
connected to your computer, or from other applications.</li> hardware connected to the computer, or from other applications</li>
<li><dfn>Create</dfn> new MIDI data using the mouse and/or various dialogs</li> <li><dfn>Create</dfn> new MIDI data using the mouse and/or various dialogs
</li>
<li><dfn>Import</dfn> existing media files into the session</li> <li><dfn>Import</dfn> existing media files into the session</li>
</ul> </ul>
<p> <p>
<dfn>MIDI recordings</dfn> consist of performance data ("play note X at <dfn>MIDI recordings</dfn> consist of performance data ("play note X at time
time T") rather than actual sound. As a result, they are more flexible T") rather than actual sound. As a result, they are more flexible than actual
than actual audio, since the precise sound that they will generate when audio, since the precise sound that they will generate when played depends on
played depends on where you send the MIDI to.<br> where the MIDI data is sent to. Two different synthesizers may produce very
Two different synthesizers may produce very different sound in response different sounds in response to the same incoming MIDI data.
to the same incoming MIDI data.
</p> </p>
<p> <p>
<dfn>Audio recordings</dfn> can be made from external instruments with <dfn>Audio recordings</dfn> can be made from external instruments with
electrical outputs (keyboards, guitars etc.) or via microphones from electrical outputs (keyboards, guitars, etc.), or via microphones or other sound capturing equipment.
acoustic instruments.
</p> </p>
<p> <p>
Ardour uses the <dfn>JACK Audio Connection Kit</dfn> for all audio and Ardour uses the <dfn>JACK Audio Connection Kit</dfn> for all audio and MIDI
MIDI I/O, which means that recording audio/MIDI from other applications I/O, which means that recording audio/MIDI from other applications is
is fundamentally identical to recording audio/MIDI from your audio/MIDI fundamentally identical to recording audio/MIDI from audio/MIDI hardware.
hardware.
</p> </p>
<p class=fixme>Sanity check: is this true anymore? Does Ardour's ALSA backend make this statment not exactly true?</p>
<h2>Stage 3: Editing and Arranging</h2> <h2>Stage 3: Editing and Arranging</h2>
<p> <p>
Once you have some material within the session, you can start to arrange Once there is material within the session, it can be arranged in time. This
it in time. This is done in one of the two main windows of Ardour, the is done in one of the two main windows of Ardour: the <dfn>Editor</dfn>
<dfn>Editor</dfn> window. window.
</p>
<p>
Your audio/MIDI data appears in chunks called <dfn>regions</dfn>, which
are arranged into horizontal lanes called <dfn>tracks</dfn>. Tracks are
stacked vertically in the Editor window. You can copy, shorten, move,
and delete regions without changing the actual data stored in the session
at all&mdash;Ardour is a <dfn>non-destructive</dfn> editor. (Almost)
nothing that you do while editing will ever modify the files stored on
disk (except the session file itself).
</p>
<p>
You can also carry out many <dfn>transformations</dfn> to the contents
of regions, again without altering anything on disk. You can alter,
move, and delete MIDI notes, and remove silence from audio regions, for
example.
</p> </p>
<h2>Stage 4: Mixing and Adding Effects</h2>
<p> <p>
Once you have the arrangement of your session mostly complete, you will Audio/MIDI data appears in chunks called <dfn>regions</dfn>, which are
typically move on to the <dfn>mixing</dfn> phase. Mixing is a broad term arranged into horizontal lanes called <dfn>tracks</dfn>. Tracks are stacked
to cover the way the audio signals that your session generates during vertically in the Editor window. Regions can be copied, shortened, moved, and
playback and processed and added together into a final result that you deleted without changing the actual data stored in the session at
actually hear. It can involve altering the relative levels of various all&mdash;Ardour is a <dfn>non-destructive</dfn> editor. (Almost) nothing
parts of the session, adding effects that improve or transform certain done while editing will ever modify the files stored on disk (with the
elements, and others that bring the sound of the whole session to a new exception of the session file itself).
level.
</p> </p>
<p> <p>
Ardour will allow you to <dfn>automate</dfn> changes to any mixing Many <dfn>transformations</dfn> can be done to the contents of regions, again
parameters (such as volume, panning, and effects controls)&mdash;it will without altering anything on disk. It is possible to alter, move, and delete
record the changes you make over time, using a mouse or keyboard or some MIDI notes, and remove silence from audio regions, for example.
external control device, and can play back those changes later. This is </p>
very useful because often the settings you need will vary in one part of
a session compared to another&mdash;rather than using a single setting <p class=fixme>Sanity check: deleting MIDI notes doesn't change them on disk? Isn't anything done to MIDI a destructive operation?</p>
for the volume, you may need increases followed by decreases (for example,
to track the changing volume of a singer). Using automation can make all <h2>Stage 4: Mixing and Adding Effects</h2>
of this relatively simple.
<p>
Once the arrangement of the session mostly complete, the next step is the
<dfn>mixing</dfn> phase. Mixing is a broad term to cover the way the audio
signals that the session generates during playback are processed and added
together into a final result that is actually heard. It can involve altering
the relative levels of various parts of the session, adding effects that
improve or transform certain elements, and others that bring the sound of the
whole session to a new level.
</p>
<p>
Ardour allows <dfn>automation</dfn> of changes to any mixing parameters (such
as volume, panning, and effects controls)&mdash;it will record the changes
made over time, using a mouse or keyboard or some external control device,
and can play back those changes later. This is very useful because often the
settings needed will vary in one part of a session compared to
another&mdash;rather than using a single setting for the volume of a track,
it may need increases followed by decreases (for example, to track the
changing volume of a singer). Using automation can make all of this
relatively easy.
</p> </p>
<h2>Stage 5: Export</h2> <h2>Stage 5: Export</h2>
<p> <p>
Once you are really satisfied with the arrangement and mix of your Once the arrangement and mix of the session is finalized, a single audio file
session, you will typically want to produce a single audio file that that contains a ready-to-listen to version of the work is usually desired.
contains a ready-to-listen to version of the work. Ardour will allow you to Ardour allows the <dfn>exporting</dfn> of audio files in a variety of formats
<dfn>export</dfn> audio files in a variety of formats (simultaneously in (simultaneously in some cases). This exported file would typically be used in
some cases). This exported file would typically be used in creating a CD, creating a CD, or be the basis for digital distribution of the work.
or be the basis for digital distribution of the work. </p>
</p>
<p> <p>
Of course sometimes you will want to do export material that isn't finished Of course it is sometimes desirable to export material that isn't finished
yet, for example to give a copy to someone else to try to mix on their own yet&mdash;for example, to give a copy to another party to mix on their own
system. Ardour will allow you to export as much of a session as you want, at system. Ardour allows exporting as much of a session as desired, at any
any time, in any supported format. time, in any supported format.
</p> </p>

View File

@ -1,31 +0,0 @@
<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>
<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>

View File

@ -9,26 +9,41 @@
</p> </p>
<p> <p>
These bindings strive to be <dfn>mnemonic</dfn>, that is, easy and intuitive to remember, and follow widely accepted conventions. As a general rule, the first letter of an operation will be used for as a shortcut, if available. This does not necessarily lead to the best ergonomics for rapid editing&mdash;there are alternative binding sets for that&mdash;but it does make it simpler for newcomers to remember some of the most useful ones, for example<br> These bindings strive to be <dfn>mnemonic</dfn>, that is, easy and intuitive
<kbd>S</kbd> for <kbd class="menu">Region &gt; Edit &gt; Split"</kbd> to remember, and follow widely accepted conventions. As a general rule, the
or<br> first letter of an operation will be used for as a shortcut, if available.
<kbd>P</kbd> for <kbd class="menu">Transport &gt; Playhead &gt; Playhead to Mouse</kbd>. This does not necessarily lead to the best ergonomics for rapid
editing&mdash;there are alternative binding sets for that&mdash;but it does
make it simpler for newcomers to remember some of the most useful ones, for
example:
</p> </p>
<p> <p>
Existing key bindings in menus are listed on the right side of the <kbd>S</kbd> for <kbd class="menu">Region &gt; Edit &gt; Split</kbd>
menu items. To create a custom key binding for a menu item quickly, navigate to </p>
the relevant (sub-) menu, hover over the item with the mouse and press
<p>
or
</p>
<p>
<kbd>P</kbd> for <kbd class="menu">Transport &gt; Playhead &gt; Playhead to
Mouse</kbd>.
</p>
<p>
Existing key bindings in menus are listed on the right side of the menu
items. To create a custom key binding for a menu item quickly, navigate to
the relevant menu or submenu, hover over the item with the mouse and press
the desired combination of modifiers and key. the desired combination of modifiers and key.
</p> </p>
<p class="warning"> <p class="warning">
Ardour will silently re-assign the binding if you use a key Ardour will silently reassign the binding of a key combination that is
combination that is already in use, possibly removing a standard already in use, possibly removing a standard keyboard shortcut without any
keyboard shortcut without warning you. That might lead to confusion warning. This might lead to confusion when asking for help&mdash;when the
when you ask other users for help, and they explain something in terms explanation is given in terms of a standard key binding&mdash;which will have
of a standard key binding, which will then have a completely a completely different effect on the system with the modified key bindings.
different effect on your system.
</p> </p>
<p> <p>
@ -37,8 +52,8 @@
</p> </p>
<p> <p>
The conventions for using modifier keys (<kbd class="mod1">&nbsp;</kbd>, <kbd The conventions for using modifier keys (<kbd class="mod1n"></kbd>, <kbd
class="mod2">&nbsp;</kbd>, <kbd class="mod3">&nbsp;</kbd> etc.) differ among platforms, so we class="mod2n"></kbd>, <kbd class="mod3n"></kbd>, etc.) differ among
provide different default bindings for each. platforms, so different default bindings for each are provided.
</p> </p>

View File

@ -1,34 +0,0 @@
<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>
<h2>Using the mouse and keyboard</h2>
<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 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 &hellip;</kbd>. Any modifier and mouse button combination can
be used.
</p>

View File

@ -1,10 +0,0 @@
<p class=fixme>Add content</p>
<h2>Checkboxes</h2>
<h2>Buttons</h2>
<h2>Pull Down Menus</h2>
<h2>Pop Up Menus</h2>
<h2>Context Menus</h2>
<h2>Browsers</h2>

View File

@ -1,25 +1,25 @@
<p> <p>
There is no point in pretending that Ardour is a simple, easy to use There is no point in pretending that Ardour is a simple, easy to use program.
program. The development group has worked hard to try to make simple The development group has worked hard to try to make simple things reasonably
things reasonably easy, common tasks quick, and hard and/or uncommon easy, common tasks quick, and hard and/or uncommon things possible. There is
things possible. There is no doubt that we have more to do in this no doubt that there is more to do in this area, as well as polishing the user
area, as well as polishing the user interface to improve its interface to improve its intuitiveness and work flow characteristics.
intuitiveness and work flow characteristics. </p>
</p>
<p> <p>
At the same time, multi-track, multi-channel, non-linear, At the same time, multi-track, multi-channel, non-linear, non-destructive
non-destructive audio editing is a far from simple process. Doing it audio editing is a far from simple process. Doing it right requires not only
right requires not only a good ear, but a solid appreciation of a good ear, but a solid appreciation of basic audio concepts and a robust
basic audio concepts and a robust mental model/metaphor of what you mental model/metaphor of what one is doing. Ardour is not a simple "audio
are doing. Ardour is not a simple "audio recorder"&mdash;you can recorder"&mdash;it can certainly be used to record stereo (or even mono)
certainly use it to record stereo (or even mono) material in a material in a single track, but the program has been designed around much
single track, but the program has been designed around much richer richer capabilities than this.
capabilities than this. </p>
</p>
<p> <p>
Some people complain that Ardour is not "intuitive" to use&mdash;its Some people complain that Ardour is not "intuitive" to use&mdash;its
lead developer has lead developer has
<a href="https://community.ardour.org/node/3322">some thoughts on that</a>. <a href="https://community.ardour.org/node/3322">some thoughts on that</a>.
</p> </p>

View File

@ -5,13 +5,15 @@
<a href="/files/a3_mnemonic_cheatsheet.pdf">US Letter</a> and <a href="/files/a3_mnemonic_cheatsheet.pdf">US Letter</a> and
<a href="/files/a3_mnemonic_cheatsheet-a4.pdf">A4</a> paper format. <a href="/files/a3_mnemonic_cheatsheet-a4.pdf">A4</a> paper format.
</p> </p>
<p> <p>
This set of bindings assumes an en_US keyboard. However, most if not all This set of bindings assumes an en_US keyboard. However, most if not all
bindings will also work on other keyboards when you use the bindings will also work on other keyboards when the <kbd>AltGr</kbd> key is
<kbd>AltGr</kbd> to compose those glyphs that are not directly accessible. used to compose those glyphs that are not directly accessible.
</p> </p>
<h2>Transport &amp; Recording Control</h2> <h2>Transport &amp; Recording Control</h2>
<dl class="bindings"> <dl class="bindings">
<dt>destroy last recording</dt> <dt>destroy last recording</dt>
<dd><kbd class="mod1">Del</kbd></dd> <dd><kbd class="mod1">Del</kbd></dd>
@ -54,6 +56,7 @@
</dl> </dl>
<h2>Session &amp; File Handling</h2> <h2>Session &amp; File Handling</h2>
<dl class="bindings"> <dl class="bindings">
<dt>add track(s) or bus(ses)</dt> <dt>add track(s) or bus(ses)</dt>
<dd><kbd class="mod13">n</kbd></dd> <dd><kbd class="mod13">n</kbd></dd>
@ -78,6 +81,7 @@
</dl> </dl>
<h2>Changing What's Visible</h2> <h2>Changing What's Visible</h2>
<dl class="bindings"> <dl class="bindings">
<dt>fit tracks vertically</dt> <dt>fit tracks vertically</dt>
<dd><kbd class="">f</kbd></dd> <dd><kbd class="">f</kbd></dd>
@ -108,6 +112,7 @@
</dl> </dl>
<h2>Window Visibility</h2> <h2>Window Visibility</h2>
<dl class="bindings"> <dl class="bindings">
<dt>toggle locations dialog</dt> <dt>toggle locations dialog</dt>
<dd><kbd class="mod2">l</kbd>(ell)</dd> <dd><kbd class="mod2">l</kbd>(ell)</dd>
@ -138,10 +143,11 @@
</dl> </dl>
<h2>Editing with Edit Point</h2> <h2>Editing with Edit Point</h2>
<p> <p>
Most edit functions operate on a single <dfn>Edit Point</dfn> (EP). The edit Most edit functions operate on a single <dfn>Edit Point</dfn> (EP). The edit
point can be any of: playhead (default), the mouse or an active marker. point can be any of: playhead (default), the mouse or an active marker. The
The choice of edit point (by default) also sets the <dfn>Zoom Focus</dfn>. choice of edit point (by default) also sets the <dfn>Zoom Focus</dfn>.
</p> </p>
<dl class="bindings"> <dl class="bindings">
@ -186,9 +192,10 @@
</dl> </dl>
<h2>Aligning with the Edit Point</h2> <h2>Aligning with the Edit Point</h2>
<p> <p>
<dfn>Align operations</dfn> move regions so that their start/end/sync <dfn>Align operations</dfn> move regions so that their start/end/sync point
point is at the edit point. <dfn>Relative</dfn> operations just align the first is at the edit point. <dfn>Relative</dfn> operations just align the first
region and moves other selected regions to maintain relative positioning. region and moves other selected regions to maintain relative positioning.
</p> </p>
@ -214,6 +221,7 @@
</dl> </dl>
<h2>Edit Point Playback</h2> <h2>Edit Point Playback</h2>
<dl class="bindings"> <dl class="bindings">
<dt>play edit range</dt> <dt>play edit range</dt>
<dd><kbd class="mod2">Space</kbd></dd> <dd><kbd class="mod2">Space</kbd></dd>
@ -222,7 +230,9 @@
<dt>play selected region(s)</dt> <dt>play selected region(s)</dt>
<dd><kbd class="">h</kbd></dd> <dd><kbd class="">h</kbd></dd>
</dl> </dl>
<h2>Region Operations</h2> <h2>Region Operations</h2>
<dl class="bindings"> <dl class="bindings">
<dt>duplicate region (multi)</dt> <dt>duplicate region (multi)</dt>
<dd><kbd class="mod3">d</kbd></dd> <dd><kbd class="mod3">d</kbd></dd>
@ -265,6 +275,7 @@
</dl> </dl>
<h2>Generic Editing</h2> <h2>Generic Editing</h2>
<dl class="bindings"> <dl class="bindings">
<dt>copy</dt> <dt>copy</dt>
<dd><kbd class="mod1">c</kbd></dd> <dd><kbd class="mod1">c</kbd></dd>
@ -281,6 +292,7 @@
</dl> </dl>
<h2>Selecting</h2> <h2>Selecting</h2>
<p class="note"> <p class="note">
There are a few functions that refer to an <dfn>Edit Range</dfn>. The There are a few functions that refer to an <dfn>Edit Range</dfn>. The
current edit range is defined using combinations of the possible edit current edit range is defined using combinations of the possible edit
@ -317,6 +329,7 @@
</dl> </dl>
<h2>Defining Loop, Punch Range and Tempo Changes</h2> <h2>Defining Loop, Punch Range and Tempo Changes</h2>
<dl class="bindings"> <dl class="bindings">
<dt>set loop range from edit range</dt> <dt>set loop range from edit range</dt>
<dd><kbd class="">]</kbd></dd> <dd><kbd class="">]</kbd></dd>

View File

@ -5,6 +5,7 @@
</p> </p>
<h2>Transport &amp; Recording Control</h2> <h2>Transport &amp; Recording Control</h2>
<dl class="bindings"> <dl class="bindings">
<dt>destroy last recording</dt> <dt>destroy last recording</dt>
<dd><kbd class="mod1">Del</kbd></dd> <dd><kbd class="mod1">Del</kbd></dd>
@ -45,7 +46,9 @@
<dt>transition to roll</dt> <dt>transition to roll</dt>
<dd><kbd class="mod3">&uarr;</kbd></dd> <dd><kbd class="mod3">&uarr;</kbd></dd>
</dl> </dl>
<h2>Session &amp; File Handling</h2> <h2>Session &amp; File Handling</h2>
<dl class="bindings"> <dl class="bindings">
<dt>add track(s) or bus(ses)</dt> <dt>add track(s) or bus(ses)</dt>
<dd><kbd class="mod13">n</kbd></dd> <dd><kbd class="mod13">n</kbd></dd>
@ -68,7 +71,9 @@
<dt>toggle sel. track MIDI input</dt> <dt>toggle sel. track MIDI input</dt>
<dd><kbd class="mod2">i</kbd></dd> <dd><kbd class="mod2">i</kbd></dd>
</dl> </dl>
<h2>Changing What's Visible</h2> <h2>Changing What's Visible</h2>
<dl class="bindings"> <dl class="bindings">
<dt>fit tracks vertically</dt> <dt>fit tracks vertically</dt>
<dd><kbd class="">f</kbd></dd> <dd><kbd class="">f</kbd></dd>
@ -97,7 +102,9 @@
<dt>zoom out</dt> <dt>zoom out</dt>
<dd><kbd class="">-</kbd></dd> <dd><kbd class="">-</kbd></dd>
</dl> </dl>
<h2>Window Visibility</h2> <h2>Window Visibility</h2>
<dl class="bindings"> <dl class="bindings">
<dt>toggle locations dialog</dt> <dt>toggle locations dialog</dt>
<dd><kbd class="mod2">l</kbd></dd> <dd><kbd class="mod2">l</kbd></dd>
@ -128,11 +135,11 @@
</dl> </dl>
<h2>Editing with Edit Point</h2> <h2>Editing with Edit Point</h2>
<p> <p>
Most edit functions operate on a single <dfn>Edit Point</dfn> (EP). The Most edit functions operate on a single <dfn>Edit Point</dfn> (EP). The edit
edit point can be any of: playhead (default), the mouse or an active marker. The
point can be any of: playhead (default), the mouse or an active marker. choice of edit point (by default) also sets the <dfn>Zoom Focus</dfn>.
The choice of edit point (by default) also sets the <dfn>Zoom Focus</dfn>.
</p> </p>
<dl class="bindings"> <dl class="bindings">
@ -177,11 +184,11 @@
</dl> </dl>
<h2>Aligning with the Edit Point</h2> <h2>Aligning with the Edit Point</h2>
<p> <p>
<dfn>Align operations</dfn> move regions so that their start/end/sync <dfn>Align operations</dfn> move regions so that their start/end/sync point
point is at the edit point. <dfn>Relative</dfn> operations just align is at the edit point. <dfn>Relative</dfn> operations just align the first
the first region and moves other selected regions to maintain relative region and moves other selected regions to maintain relative positioning.
positioning.
</p> </p>
<dl class="bindings"> <dl class="bindings">
@ -215,7 +222,9 @@
<dt>play selected region(s)</dt> <dt>play selected region(s)</dt>
<dd><kbd class="">h</kbd></dd> <dd><kbd class="">h</kbd></dd>
</dl> </dl>
<h2>Region Operations</h2> <h2>Region Operations</h2>
<dl class="bindings"> <dl class="bindings">
<dt>duplicate region (multi)</dt> <dt>duplicate region (multi)</dt>
<dd><kbd class="mod3">d</kbd></dd> <dd><kbd class="mod3">d</kbd></dd>
@ -275,10 +284,11 @@
</dl> </dl>
<h2>Selecting</h2> <h2>Selecting</h2>
<p class="note"> <p class="note">
There are a few functions that refer to an <dfn>Edit Range</dfn>. The There are a few functions that refer to an <dfn>Edit Range</dfn>. The
current edit range is defined using combinations of the possible edit current edit range is defined using combinations of the possible edit
points: <dfn>playhead</dfn>, <dfn>active marker</dfn>, or<dfn>mouse</dfn>. points: <dfn>playhead</dfn>, <dfn>active marker</dfn>, or <dfn>mouse</dfn>.
</p> </p>
<dl class="bindings"> <dl class="bindings">
@ -309,7 +319,9 @@
<dt>select previous track/bus</dt> <dt>select previous track/bus</dt>
<dd><kbd class="mod2"></kbd></dd> <dd><kbd class="mod2"></kbd></dd>
</dl> </dl>
<h2>Defining Loop, Punch Range and Tempo Changes</h2> <h2>Defining Loop, Punch Range and Tempo Changes</h2>
<dl class="bindings"> <dl class="bindings">
<dt>set loop range from edit range</dt> <dt>set loop range from edit range</dt>
<dd><kbd class="">]</kbd></dd> <dd><kbd class="">]</kbd></dd>

View File

@ -128,4 +128,3 @@
bus) and to the main outputs. bus) and to the main outputs.
</p> </p>

View File

@ -77,4 +77,3 @@
Context-click on the processor to be removed, and select <kbd class="menu">Delete</kbd>; or <kbd class=mod3n></kbd><kbd class=mouse>Right</kbd>-click on it; or <kbd class=mouse>Left</kbd>-click on it and press the <kbd>Delete</kbd> key. If multiple processors are selected, they will all be deleted at the same time. Context-click on the processor to be removed, and select <kbd class="menu">Delete</kbd>; or <kbd class=mod3n></kbd><kbd class=mouse>Right</kbd>-click on it; or <kbd class=mouse>Left</kbd>-click on it and press the <kbd>Delete</kbd> key. If multiple processors are selected, they will all be deleted at the same time.
</p> </p>

View File

@ -1,54 +0,0 @@
<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 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>
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 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>
<h2>Selection Undo</h2>
<p>
The set of objects (including time range) that are selected at any one
time is known as the selection.
Each time you select or deselect an object, the new selection is stored in an
undo/redo stack.
This stack is cleared each time the content of the timeline changes.
If you have built up a complex selection and then accidentally cleared it,
choosing <kbd class="menu">Edit &gt; Undo Selection Change</kbd> will restore your
previous selection.
If you then decide that you had in fact made the correct change, choosing
<kbd class="menu">Edit &gt; Redo Selection Change</kbd> will take you back
to where you were before you chose <kbd class="menu">Edit &gt; Undo Selection Change</kbd>.
</p>

View File

@ -1,30 +1,42 @@
<p> <p>
There are several ways of <dfn>starting Ardour</dfn>, which may vary There are several ways of <dfn>starting Ardour</dfn>, which may vary
depending on which platform you are using it. depending on which platform it is being used on:
</p> </p>
<ul> <ul>
<li>double-click the Ardour icon in your platform's file manager (e.g. <li>by double-clicking the Ardour icon in the platform's file manager (e.g.
Nautilus on Linux, Finder on OS X)</li> Nautilus on Linux, Finder on OS X)</li>
<li>double click on an Ardour session file in your platform's file manager</li> <li>by double-clicking on an Ardour session file in the platform's file
<li>on Linux, you can also start Ardour on the command line (see below)</li> manager
</li>
<li>on Linux, Ardour can also be started via the command line (see below)
</li>
</ul> </ul>
<p> <p>
When Ardour is run for the very first time, a special dialog is displayed 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 that will ask several questions about the system's setup. The questions will
these questions again, but you can always modify your choices via the not be asked again, but the choices thus made can always be modified via the
<kbd class="menu">Edit &gt; Preferences</kbd> dialog. <kbd class="menu">Edit &gt; Preferences</kbd> dialog.
</p> </p>
<p> <p>
If you want to use JACK, in general, it is sensible to start it <em>before</em> you run Ardour. This is not If JACK is needed, in general, it is sensible to start it <em>before</em>
necessary, but will provide you with more control and options over JACK's operation. Ardour is run. Though this is not strictly necessary, it will provide more
You can start JACK through its <abbr title="Command Line Interface">CLI</abbr>, or using a <abbr title="Graphical User Interface">GUI</abbr> control and options over JACK's operation. JACK can be started through the
program, like <a href="https://qjackctl.sourceforge.io/">QjackCtl</a> or <a href="http://kxstudio.linuxaudio.org/Applications:Cadence">Cadence</a>. <abbr title="Command Line Interface">CLI</abbr> of a terminal, or by using a
<abbr title="Graphical User Interface">GUI</abbr> program, like <a
href="https://qjackctl.sourceforge.io/">QjackCtl</a> or <a
href="http://kxstudio.linuxaudio.org/Applications:Cadence">Cadence</a>.
</p> </p>
<p>
If you open Ardour without specifying an existing session it will display <p class="note">
the <kbd class="menu">Session &gt; New&hellip;</kbd> dialog and the <kbd class="menu">Audio/MIDI Setup</kbd> dialog. If Ardour is opened without specifying an existing session, it will display
See <a href="@@newopen-session-dialog">New/Open Session Dialog</a> for a description of those dialogs. the <kbd class="menu">Session &gt; New&hellip;</kbd> dialog and the <kbd
class="menu">Audio/MIDI Setup</kbd> dialog. See <a
href="@@newopen-session-dialog">New/Open Session Dialog</a> for a description
of those dialogs.
</p> </p>
<h2>Starting Ardour From the Command Line (Linux)</h2> <h2>Starting Ardour From the Command Line (Linux)</h2>
@ -33,18 +45,24 @@
Like (almost) any other program on Linux, Ardour can be started on the Like (almost) any other program on Linux, Ardour can be started on the
command line. Type the following command in a terminal window: command line. Type the following command in a terminal window:
</p> </p>
<kbd class="cmd lin">Ardour5</kbd> <kbd class="cmd lin">Ardour5</kbd>
<p> <p>
To start Ardour with an existing session: To start Ardour with an existing session, use:
</p> </p>
<kbd class="cmd lin">Ardour5 <em>/path/to/session</em></kbd> <kbd class="cmd lin">Ardour5 <em>/path/to/session</em></kbd>
<p> <p>
replacing /path/to/session with the actual path to your session. You can Replace /path/to/session with the actual path of the session. Either the
specify either the session folder or any session file inside the folder, session folder or any session file inside the folder can be specified,
including snapshots. including snapshots.
</p> </p>
<p> <p>
To start Ardour with a new, named session: To start Ardour with a new, named session, use:
</p> </p>
<kbd class="cmd lin">Ardour5 -N <em>/path/to/session</em></kbd> <kbd class="cmd lin">Ardour5 -N <em>/path/to/session</em></kbd>

View File

@ -45,3 +45,4 @@
<dt>Quit</dt><dd>Exits Ardour. Prompts for saving the session if it has been modified.</dd> <dt>Quit</dt><dd>Exits Ardour. Prompts for saving the session if it has been modified.</dd>
</dl> </dl>

View File

@ -1,15 +0,0 @@
<p>
By default, Ardour will show helpful <dfn>tooltips</dfn> about
the purpose and use of each <abbr title="Graphical User
Interface">GUI</abbr> 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>

View File

@ -1,151 +1,163 @@
<p> <p>
This section will help you get acquainted with the basic terminology and In order to fully grasp the terms used in Ardour (and this manual), it is
concepts associated with Ardour. More detailed information on each aspect necessary to understand what things like sessions, tracks, busses, regions
of the program is provided in later chapters. and so on&mdash;as used in Ardour&mdash;are.
</p> </p>
<h2>Sessions</h2> <h2>Sessions</h2>
<p> <p>
An <dfn>Ardour session</dfn> is a container for an entire project. A An Ardour <dfn>session</dfn> is a container for an entire project. A session
session may contain an arbitrary number of <dfn>tracks</dfn> and may contain an arbitrary number of <dfn>tracks</dfn> and <dfn>busses</dfn>
<dfn>busses</dfn> consisting of audio and <abbr title="Musical Instrument consisting of audio and <abbr title="Musical Instrument Digital
Digital Interface">MIDI</abbr> data, along with Interface">MIDI</abbr> data, along with information on processing those
information on processing those tracks, a mix of levels, and everything tracks, a mix of levels, and everything else related to the project. A
else related to the project. A session might typically contain a song, or session might typically contain a song, an entire album, or a complete live
perhaps an entire album or a complete live recording. recording.
</p> </p>
<p> <p>
Ardour sessions are held in directories; these directories contain one or Ardour sessions are kept in directories; these directories contain one or
more <dfn>session files</dfn>, some or all of the audio and MIDI data and more <dfn>session files</dfn>, some or all of the audio and MIDI data, and a
a number of other state files that Ardour requires. The session file number of other state files that Ardour requires. The session file describes
describes the structure of the session, and holds automation data and the structure of the session, and holds automation data and other details.
other details.
</p> </p>
<p> <p>
Ardour's session file is kept in Ardour's session file is written in <abbr title="eXtensible Markup
<abbr title="eXtensible Markup Language">XML</abbr> format, which is Language">XML</abbr> format, which is advantageous as it is <em>somewhat</em>
advantageous as it is somewhat human-readable, and human-editable in a human-readable and human-editable in a crisis. Sound files are stored in one
crisis. Sound files are stored in one of a number of optional formats, and of a number of optional formats, and MIDI files as <abbr title="Standard MIDI
MIDI files as <abbr title="Standard MIDI File">SMF</abbr>. File">SMF</abbr>.
</p> </p>
<p> <p>
It is also possible for Ardour sessions to reference sound and MIDI files It is also possible for Ardour sessions to reference sound and MIDI files
outside the session directory, to conserve disk space and avoid outside the session directory, to conserve disk space and avoid unnecessary
unnecessary copying if the data is available elsewhere on the disk. copying if the data is available elsewhere on the disk.
</p> </p>
<p> <p>
Ardour has a single current session at all times; if Ardour is started Ardour has a single current session at all times; if Ardour is started
without specifying one, it will offer to load or create one. without specifying one, it will offer to load or create one.
</p> </p>
<p>
More details can be found at <p class="note">
<a href="@@sessions">Working With Sessions</a>. More details can be found in the <a href="@@sessions">Sessions</a> chapter.
</p> </p>
<h2>Tracks</h2> <h2>Tracks</h2>
<p> <p>
A <dfn>track</dfn> is a concept common to most A <dfn>track</dfn> is a concept common to most <abbr title="Digital Audio
<abbr title="Digital Audio Workstation">DAWs</abbr>, and also used in Workstation">DAWs</abbr>, and also used in Ardour. Tracks can record audio or
Ardour. Tracks can record audio or MIDI data to disk, and then replay MIDI data to disk, and then replay it with processing. They also allow the
it with processing. They also allow the audio or MIDI data to be edited audio or MIDI data to be edited in a variety of different ways.
in a variety of different ways.
</p> </p>
<p> <p>
In a typical pop production, one might use a track each for the kick In a typical pop production, one track might be used for the kick drum, another for the snare, more perhaps for the drum overheads and others for bass, guitars and vocals.
drum, another for the snare, more perhaps for the drum overheads and
others for bass, guitars and vocals.
</p> </p>
<p> <p>
Ardour can record to any number of tracks at one time, and then play Ardour can record to any number of tracks at one time, and then play those
those tracks back. On playback, a track's recordings may be processed by tracks back. On playback, a track's recordings may be processed by any number
any number of plugins, panned, and its level altered to achieve a of plugins, panned, and/or its level altered to achieve a suitable mix.
suitable mix.
</p> </p>
<p> <p>
A track's type is really only related to the type of data that it stores A track's type is really only related to the type of data that it stores on
on disk. It is possible, for example, to have a MIDI track with a disk. It is possible, for example, to have a MIDI track with a synthesizer
synthesizer plugin which converts MIDI to audio. Even though the track plugin which converts MIDI to audio. Even though the track remains MIDI (in
remains MIDI (in the sense that its on-disk recordings are MIDI), its the sense that its on-disk recordings are MIDI), its output may be
output may be audio-only. audio-only.
</p> </p>
<p>
More details can be found at <p class="note">
<a href="@@tracks">Working With Tracks</a>. More details can be found in the <a href="@@tracks">Tracks</a> chapter.
</p> </p>
<h2 id="busses">Busses</h2> <h2 id="busses">Busses</h2>
<p> <p>
<dfn>Busses</dfn> are another common concept in both DAWs and hardware <dfn>Busses</dfn> are another common concept in both DAWs and hardware
mixers. They are similar in many ways to tracks; they process audio or mixers. They are similar in many ways to tracks; they process audio or MIDI,
MIDI, and can run processing plugins. The only difference is that their and can run processing plugins. The only difference is that their input is
input is obtained from other tracks or busses, rather than from disk. obtained from other tracks or busses, rather than from disk.
</p> </p>
<p> <p>
One might typically use a bus to collect together the outputs of related A bus might typically be used to collect together the outputs of related
tracks. Consider, for example, a 3-track recording of a drum-kit; given tracks. Consider, for example, a three track recording of a drum kit; given
kick, snare and overhead tracks, it may be helpful to connect the output kick, snare and overhead tracks, it may be helpful to connect the output of
of each to a bus called "drums", so that the drum-kit's level can be set each to a bus called "drums", so that the drum kit's level can be set as a
as a unit, and processing (such as equalisation or compression) can be unit, and processing (such as equalization or compression) can be applied to
applied to the mix of all tracks. Such buses are also called the mix of all the tracks. Such buses are also called <dfn>groups</dfn>.
<dfn>groups</dfn>.
</p> </p>
<h2>Regions</h2> <h2>Regions</h2>
<p> <p>
A track may contain many segments of audio or MIDI. Ardour contains A track may contain many segments of audio or MIDI. Ardour contains these
these segments in things called <dfn>regions</dfn>, which are segments in things called <dfn>regions</dfn>, which are self-contained
self-contained snippets of audio or MIDI data. Any recording pass, for snippets of audio or MIDI data. Any recording pass, for example, generates a
example, generates a region on each track that is enabled for recording. region on each track that is enabled for recording. Regions can be subjected
Regions can be subjected to many editing operations; they may be moved to many editing operations; they may be moved around, split, trimmed, copied,
around, split, trimmed, copied, and so on. and so on.
</p> </p>
<p>
More details can be found at <p class="note">
<a href="@@working-with-regions">Working With Regions</a>. More details can be found at <a href="@@working-with-regions">Working With
Regions</a>.
</p> </p>
<h2>Playlists</h2> <h2>Playlists</h2>
<p> <p>
The details of what exactly each track should play back is described by a The details of what exactly each track should play back is described by a
<dfn>playlist</dfn>. A playlist is simply a list of regions; each track <dfn>playlist</dfn>. A playlist is simply a list of regions; each track
always has an active playlist, and can have other playlists which can be always has an active playlist, and can have other playlists which can be
switched in and out as required. switched in and out as required.
</p> </p>
<p>
More details can be found at <p class="note">
<a href="@@playlists">Working With Playlists</a>. More details can be found in the <a href="@@playlists">Playlists</a> chapter.
</p> </p>
<h2>Plugins</h2> <h2>Plugins</h2>
<p> <p>
Ardour allows you to process audio and MIDI using any number of Ardour allows processing audio and MIDI using any number of
<dfn>plugins</dfn>. These are external pieces of code, commonly seen as <dfn>plugins</dfn>. These are external pieces of code, commonly seen as VST
VST plugins on Windows or AU plugins on Mac OS X. Ardour supports plugins on Windows or AU plugins on Mac OS X. Ardour supports the following
the following plugin standards: plugin standards:
</p> </p>
<dl class="wide-table">
<dl>
<dt><abbr title="Linux Audio Developers' Simple Plugin API">LADSPA</abbr></dt> <dt><abbr title="Linux Audio Developers' Simple Plugin API">LADSPA</abbr></dt>
<dd>the first major plugin standard for Linux. Many LADSPA plugins are <dd>the first major plugin standard for Linux. Many LADSPA plugins are
available, mostly free and open-source.</dd> available, mostly free and open-source.</dd>
<dt><abbr title="LADSPA Version 2">LV2</abbr></dt> <dt><abbr title="LADSPA Version 2">LV2</abbr></dt>
<dd>the successor to LADSPA. Lots of plugins have been ported from <dd>the successor to LADSPA. Lots of plugins have been ported from LADSPA to
LADSPA to LV2, and also many new plugins written.</dd> LV2, and also many new plugins written.</dd>
<dt><abbr title="Virtual Studio Technology">VST</abbr></dt> <dt><abbr title="Virtual Studio Technology">VST</abbr></dt>
<dd>Ardour supports VST plugins that have been compiled for Linux.</dd> <dd>Ardour supports VST plugins that have been compiled for Linux.</dd>
<dt><abbr title="Audio Units">AU</abbr></dt> <dt><abbr title="Audio Units">AU</abbr></dt>
<dd>Mac OS X versions of Ardour support AudioUnit plugins.</dd> <dd>Mac OS X versions of Ardour support AudioUnit plugins.</dd>
</dl> </dl>
<p> <p>
Ardour has some support for running Windows VST plugins on Linux, but Ardour has some support for running Windows VST plugins on Linux, but this is
this is rather complicated, extremely difficult for the Ardour rather complicated, extremely difficult for the Ardour developers to debug,
developers to debug, and generally unreliable, as it requires to run a and generally unreliable, as it requires running a large amount of Windows
large amount of Windows code in an emulated environment.<br> code in an emulated environment. If it is at all possible, it is strongly
If it is at all possible, you are strongly advised to use native advisable to use native LADSPA, LV2 or Linux VST plugins on Linux, or AU on
LADSPA, LV2 or Linux VST plugins on Linux, or AU on Mac OS X. Mac OS X.
</p> </p>
<p>
More details can be found at <p class="note">
<a href="@@working-with-plugins">Working With Plugins</a>. More details can be found at <a href="@@working-with-plugins">Working With
Plugins</a>.
</p> </p>

View File

@ -1,33 +0,0 @@
<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>
<p class="note">
In addition to the normal undo (which works only on actions that change
the timeline), there is a <dfn>visual undo</dfn> which will revert any
command that affects the display of the editor window. Its shortcut is
<kbd class="mod3">Z</kbd>.
There is also an undo for selection. See
<a href="@@selection-techniques">Selection Techniques</a> for more information.
</p>

View File

@ -1,46 +1,50 @@
<h2>Clicking</h2> <h2>Clicking</h2>
<p> <p>
Throughout this manual, the term <dfn>click</dfn> refers to the act of pressing Throughout this manual, the term <dfn>click</dfn> refers to the act of
and releasing the <kbd class="mouse">Left</kbd> mouse button. This action is used to select objects, activate pressing and releasing the <kbd class="mouse">Left</kbd> mouse button. This
buttons, turn choices on and off, pop up menus and so forth.<br> action is used to select objects, activate buttons, turn choices on and off,
On touch surfaces, it also corresponds to a single, one-finger tap on pop up menus and so forth. On touch surfaces, it also corresponds to a
the GUI. single, one-finger tap on the GUI.
</p> </p>
<h2>Right Clicking</h2> <h2>Right Clicking</h2>
<p> <p>
The term <dfn>right-click</dfn> refers to the act of pressing and releasing The term <dfn>right-click</dfn> refers to the act of pressing and releasing
the <kbd class="mouse">Right</kbd> mouse button. the <kbd class="mouse">Right</kbd> mouse button. This action is used to pop
This action is used to pop up <dfn>context menus</dfn> (hence the term up <dfn>context menus</dfn> (hence the term "context click", which will also
"context click", which you will also see). It is also used by default in be seen). It is also used by default in combination with the shift key to
combination with the shift key to delete objects within the editor delete objects within the editor window.
window.
</p> </p>
<p class="note mac"> <p class="note mac">
Some mice designed for use with Mac OS X may have only one button. By Some mice designed for use with Mac OS X may have only one button. By
convention, pressing and holding the Control key while clicking is convention, pressing and holding the Control key while clicking is
interpreted as a right-click by many application.. interpreted as a right-click by many applications.
</p> </p>
<h2>Middle Clicking</h2> <h2>Middle Clicking</h2>
<p> <p>
A <dfn>middle-click</dfn> refers to the act of pressing and releasing the A <dfn>middle-click</dfn> refers to the act of pressing and releasing the
<kbd class="mouse">Middle</kbd> mouse button. Not all all mice have a middle click button <kbd class="mouse">Middle</kbd> mouse button. Not all all mice have a middle
(see the <a href="@@mouse">Mouse</a> chapter for click button (see the <a href="@@mouse">Mouse</a> chapter for details).
details). Sometimes the scroll wheel acts as a clickable middle button. Sometimes the scroll wheel acts as a clickable middle button. This action is
This action is used for time-constrained region copying and mapping MIDI used for time-constrained region copying and mapping MIDI bindings.
bindings.
</p> </p>
<p class="note"> <p class="note">
Internally, your operating system may identify the mouse buttons as Internally, your operating system may identify the mouse buttons as <kbd
<kbd class="mouse">Button1</kbd>, <kbd class="mouse">Button2</kbd>, and class="mouse">Button1</kbd>, <kbd class="mouse">Button2</kbd>, and <kbd
<kbd class="mouse">Button3</kbd>, respectively. It may be possible to class="mouse">Button3</kbd>, respectively. It may be possible to invert the
invert the order of buttons to accommodate left-handed users, or to re-assign order of buttons to accommodate left-handed users, or to re-assign them
them arbitrarily. This manual assumes the canonical order. arbitrarily. This manual assumes the canonical order.
</p> </p>
<h2>Double Clicking</h2> <h2>Double Clicking</h2>
<p> <p>
A <dfn>double click</dfn> refers to two rapid press/release cycles on the 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 leftmost mouse button. The time interval between the two actions that
@ -49,29 +53,35 @@
</p> </p>
<h2>Dragging</h2> <h2>Dragging</h2>
<p> <p>
A <dfn>drag</dfn> primarily refers to the act of pressing the leftmost A <dfn>drag</dfn> primarily refers to the act of pressing the leftmost mouse
mouse button, moving the mouse with the button held down, and then button, moving the mouse with the button held down, and then releasing the
releasing the button. On touch surfaces, this term also corresponds to button. On touch surfaces, this term also corresponds to a single one-finger
a single one-finger touch-move-release action. touch-move-release action.
</p> </p>
<p> <p>
Ardour also uses the middle mouse button for certain kinds of drags, Ardour also uses the middle mouse button for certain kinds of drags, which
which will be referred to as <dfn>middle-drag</dfn>. will be referred to as a <dfn>middle-drag</dfn>.
</p> </p>
<h2>Modifiers</h2> <h2>Modifiers</h2>
<p> <p>
There are many actions in Ardour that can be carried out using a mouse There are many actions in Ardour that can be carried out using a mouse button
button in combination with a <dfn>modifier key</dfn>. When the manual in combination with a <dfn>modifier key</dfn>. When the manual refers to <kbd
refers to <kbd class="mod1 mouse">Left</kbd>, it means that you should first class="mod1 mouse">Left</kbd>, it means that you should first press the <kbd
press the <kbd class="mod1"></kbd> key, carry out a left click class="mod1n"></kbd> key, carry out a left click while <kbd
while <kbd class="mod1"></kbd> is held down, and then finally release the key. class="mod1n"></kbd> is held down, and then finally release the key.
</p> </p>
<p> <p>
Available modifiers depend on your platform: Available modifiers depend on your platform:
</p> </p>
<h3>Linux Modifiers</h3> <h3>Linux Modifiers</h3>
<ul> <ul>
<li><kbd>Ctrl</kbd> (Control)</li> <li><kbd>Ctrl</kbd> (Control)</li>
<li><kbd>Shift</kbd></li> <li><kbd>Shift</kbd></li>
@ -81,10 +91,12 @@
<li><kbd>Mod4</kbd></li> <li><kbd>Mod4</kbd></li>
<li><kbd>Mod5</kbd></li> <li><kbd>Mod5</kbd></li>
</ul> </ul>
<p class="warning">
<p class=fixme>
The following section is almost certainly wrong. Will need to be checked The following section is almost certainly wrong. Will need to be checked
and rewritten asap. and rewritten asap.
</p> </p>
<p> <p>
Mod2 typically corresponds to the <kbd>NumLock</kbd> key on many systems. 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 On most Linux systems, there are no keys that will function as modifiers
@ -93,6 +105,7 @@
</p> </p>
<h3>OS X Modifiers</h3> <h3>OS X Modifiers</h3>
<ul> <ul>
<li><kbd>Cmd</kbd> (Command, "windmill")</li> <li><kbd>Cmd</kbd> (Command, "windmill")</li>
<li><kbd>Ctrl</kbd> (Control)</li> <li><kbd>Ctrl</kbd> (Control)</li>
@ -101,22 +114,25 @@
</ul> </ul>
<h2>Scroll Wheel</h2> <h2>Scroll Wheel</h2>
<p> <p>
Ardour can make good use of a <dfn>scroll wheel</dfn> on your mouse, which can be Ardour can make good use of a <dfn>scroll wheel</dfn> on the mouse (assuming
utilized for a variety of purposes. Scroll wheels generate vertical it has one), which can be utilized for a variety of purposes. Scroll wheels
scroll events, <kbd class="mouse">&uArr;</kbd> (ScrollUp) and generate vertical scroll events, <kbd class="mouse">&uArr;</kbd> (ScrollUp)
<kbd class="mouse">&dArr;</kbd> (ScrollDown). Some also emit horizontal and <kbd class="mouse">&dArr;</kbd> (ScrollDown). Some also emit horizontal
events, <kbd class="mouse">&lArr;</kbd> (ScrollLeft) and events, <kbd class="mouse">&lArr;</kbd> (ScrollLeft) and <kbd
<kbd class="mouse">&rArr;</kbd> (ScrollRight). class="mouse">&rArr;</kbd> (ScrollRight).
</p> </p>
<p> <p>
When appropriate, Ardour will differentiate between these two different When appropriate, Ardour will differentiate between these two different
scroll axes. Otherwise it will interpret ScrollDown and ScrollLeft as scroll axes. Otherwise it will interpret ScrollDown and ScrollLeft as
equivalent and similarly interpret ScrollUp and ScrollRight as equivalent. equivalent and similarly interpret ScrollUp and ScrollRight as equivalent.
</p> </p>
<p> <p>
Typically, scroll wheel input is used to adjust Typically, scroll wheel input is used to adjust <dfn>continuous
<dfn>continuous controls</dfn> such as faders and knobs, or to scroll controls</dfn> such as faders and knobs, or to scroll vertically or
vertically or horizontally inside a window. horizontally inside a window.
</p> </p>

View File

@ -1,86 +0,0 @@
<p>
<dfn>Ardour</dfn> is a professional digital workstation for working with
audio and MIDI.
</p>
<h2>Ardour is meant for&hellip;</h2>
<h3>Audio Engineers</h3>
<p>
Ardour's core user group: people who want to record, edit, mix and master
audio and MIDI projects. When you need complete control over your tools,
when the limitations of other designs get in the way, when you plan to spend
hours or days working on a session, Ardour is there to make things work the
way you want them to.
</p>
<h3>Musicians</h3>
<p>
Being the best tool to record talented performers on actual instruments has
always been a top priority for Ardour. Rather than being focused on
electronic and pop music idioms, Ardour steps out of the way to encourage
the creative process to remain where it always has been: a musician playing
a carefully designed and well built instrument.
</p>
<h3>Soundtrack Editors</h3>
<p>
Sample accurate sync and shared transport control with video playback tools
allows Ardour to provide a fast and natural environment for creating and
editing soundtracks for film and video projects.
</p>
<h3>Composers</h3>
<p>
Arrange audio and MIDI using the same tools and same workflow. Use external
hardware synthesizers or software instruments as sound sources. From sound
design to electro-acoustic composition to dense multitrack MIDI editing,
Ardour can help.
</p>
<h2>Ardour features&hellip;</h2>
<h3>Audio and MIDI Multi-Track Recording and Editing</h3>
<p>
Any number of tracks and busses. Non-linear editing. Non-destructive (and
destructive!) recording. Any bit depth, any sample rate. Dozens of file
formats.
</p>
<h3>Plugins with Full Sample Accurate Automation</h3>
<p>
AudioUnit, LV2, LinuxVST and LADSPA formats. FX plugins. Software
instruments. MIDI processors. Automate any parameters. Physically manipulate
them via control surfaces. Distribute processing across as many (or as few)
cores as you want.
</p>
<h3>Transport Sync and External Control Surfaces</h3>
<p>
Best-in-industry sync to MIDI timecode and LTC. Send and receive MIDI
Machine Control. Sync with JACK transport and MIDI clock. Dedicated Mackie
Control protocol support, pre-defined mappings for many MIDI controllers
plus dynamic MIDI learn. Use OSC to drive almost any operation in Ardour.
</p>
<h3>Powerful Anywhere-to-Anywhere Signal Routing</h3>
<p>
Complex signal flows are simple and elegant. Inputs and outputs connect to
your hardware and/or other applications. Use sends, inserts and returns
freely. Connections can be one-to-many, many-to-one or many-to-many. Tap
signal flows at any point. If you can't connect in the way you want with
Ardour, it probably can't be done.
</p>
<h3>Video Timeline</h3>
<p>
Import a single video and optionally extract the soundtrack from it. Display
a frame-by-frame (thumbnail) timeline of the video. Use a Video-monitor
window, or full-screen display, of the imported video in sync with any of
the available ardour timecode sources. Lock audio-regions to the video: Move
audio-regions with the video at video-frame granularity. Export the video,
cut start/end, add blank frames and/or mux it with the soundtrack of the
current-session.
</p>

View File

@ -1,28 +1,29 @@
<p> <p>
The name <dfn>"Ardour"</dfn> came from considerations of how to pronounce the acronym The name <dfn>"Ardour"</dfn> came from considerations of how to pronounce the
<abbr title="Hard Disk Recorder">HDR</abbr>. The most obvious attempt sounds acronym <abbr title="Hard Disk Recorder">HDR</abbr>. The most obvious attempt
like a vowelless "harder" and it then was then a short step to an unrelated sounds like a vowelless "harder" and it then was then a short step to an
but slightly homophonic word: unrelated but slightly homophonic word:
</p> </p>
<blockquote>
<p> <blockquote><p>
<dfn>ardour</dfn> n 1: a feeling of strong eagerness (usually in favor of <dfn>ardour</dfn> <em>n</em> 1: a feeling of strong eagerness (usually in
a person or cause); "they were imbued with a revolutionary ardor"; "he favor of a person or cause); "they were imbued with a revolutionary ardor";
felt a kind of religious zeal" [syn: ardor, elan, zeal]<br> "he felt a kind of religious zeal" [syn: ardor, elan, zeal]<br>
2: intense feeling of love [syn: ardor]<br> 2: intense feeling of love [syn: ardor]<br>
3: feelings of great warmth and intensity; "he spoke with great ardor" 3: feelings of great warmth and intensity; "he spoke with great ardor" [syn:
[syn: ardor, fervor, fervour, fervency, fire, fervidness] ardor, fervor, fervour, fervency, fire, fervidness]
</p> </p></blockquote>
</blockquote>
<p> <p>
Given the work required to develop Ardour, and the personality of its Given the work required to develop Ardour, and the personality of its primary
primary author, the name seemed appropriate even without the vague author, the name seemed appropriate even without the vague relationship to
relationship to HDR. HDR.
</p> </p>
<p> <p>
Years later, another interpretation of "Ardour" appeared, this time based Years later, another interpretation of "Ardour" appeared, this time based on
on listening to non-native English speakers attempt to pronounce the word. listening to non-native English speakers attempt to pronounce the word.
Rather than "Ardour", it became "Our DAW", which seemed poetically fitting Rather than "Ardour", it became "Our DAW", which seemed poetically fitting
for a Digital Audio Workstation whose source code and design belongs to a for a Digital Audio Workstation whose source code and design belongs to a
group of collaborators. group of collaborators.

View File

@ -1,47 +1,67 @@
<p> <p>
It is fairly understandable that existing proprietary DAWs do not run on There are already a number of excellent digital audio workstations. To
Linux, given the rather small (but growing) share of the desktop market mention just a few: ProTools, Nuendo, Samplitude, Digital Performer, Logic,
that Linux has. However, when surveying the landscape of "popular Cubase (SX), Sonar, along with several less well known systems such as SADIE,
operating systems", we find: SAWStudio and others. Each of these programs has its strengths and
weaknesses, although over the last few years most of them have converged on a
very similar set of core features. However, each of them suffers from two
problems when seen from the perspective of Ardour's development group:
</p> </p>
<ul> <ul>
<li>older versions of Windows: plagued by abysmal stability and <li>they do not run natively on Linux</li>
appalling security</li> <li>they are not available in source code form, making modifications,
<li>newer versions of Windows seem stable but still suffer from improvements, bugfixes by technically inclined users or their friends or
security problems</li> consultants impossible.</li>
<li>OS X: an amazing piece of engineering that is excellent for
audio work but only runs on proprietary hardware and still lacks the
flexibility and adaptability of Linux.</li>
</ul> </ul>
<p> <p>
Security matters today, and will matter more in the future as more and It is fairly understandable that most existing proprietary DAWs do not run on
more live or semi-live network based collaborations take place. Linux, given the rather small (but growing) share of the desktop market that
Linux has. However, when surveying the landscape of "popular operating
systems", we find:
</p> </p>
<ul>
<li>older versions of Windows: plagued by abysmal stability and appalling
security</li>
<li>newer versions of Windows seem stable but still suffer from security
problems</li>
<li>OS X: a nice piece of engineering that is excellent for audio work
but only runs on proprietary hardware and still lacks the flexibility and
adaptability of Linux.</li>
</ul>
<p> <p>
Let's contrast this with Linux, an operating system which: Security matters today, and will matter more in the future as more and more
live or semi-live network based collaborations take place.
</p> </p>
<p>
Let's contrast this with Linux, an operating system which:
</p>
<ul> <ul>
<li>can stay up for months (or even years) without issues</li> <li>can stay up for months (or even years) without issues</li>
<li>is endlessly configurable down to the tiniest detail</li> <li>is endlessly configurable down to the tiniest detail</li>
<li>is not owned by any single corporate entity, ensuring its life <li>is not owned by any single corporate entity, ensuring its life and
and direction are not intertwined with that of a company (for a direction are not intertwined with that of a company (for a contrary example,
contrary example, consider BeOS)</li> consider BeOS)</li>
<li>is fast and efficient</li> <li>is fast and efficient</li>
<li>runs on almost any computing platform ever created, including <li>runs on almost any computing platform ever created, including old "slow"
old "slow" systems and new "tiny" systems (e.g. Raspberry Pi)</li> systems and new "tiny" systems (e.g. Raspberry Pi)</li>
<li>is one of the most secure operating systems "out of the box"</li> <li>is one of the most secure operating systems "out of the box"</li>
</ul> </ul>
<p> <p>
More than anything, however, Ardour's primary author uses Linux and More than anything, however, Ardour's primary author uses Linux and wanted a
wanted a DAW that ran there. DAW that ran there.
</p> </p>
<p>
Having written a DAW for Linux, it turned out to be relatively easy <p>
to port Ardour to OS X, mostly because of the excellent work done by Having written a DAW for Linux, it turned out to be relatively easy to port
the JACK OS X group that ported JACK to OS X.<br> Ardour to OS X, mostly because of the excellent work done by the JACK OS X
Although OS X has a number of disadvantages compared to Linux, its group that ported JACK to OS X.
ease of use and its presence in many studios already makes it a
worthwhile platform.
</p> </p>

View File

@ -1,18 +0,0 @@
<p>
There are already a number of excellent digital audio workstations. To
mention just a few: ProTools, Nuendo, Samplitude, Digital Performer, Logic,
Cubase (SX), Sonar, along with several less well known systems such as
SADIE, SAWStudio and others.<br>
Each of these programs has its strengths and weaknesses, although over the
last few years most of them have converged on a very similar set of core
features. However, each of them suffers from two problems when seen from the
perspective of Ardour's development group:
</p>
<ul>
<li>they do not run natively on Linux</li>
<li>they are not available in source code form, making modifications,
improvements, bugfixes by technically inclined users or their friends
or consultants impossible.</li>
</ul>

View File

@ -21,29 +21,13 @@ part: subchapter
--- ---
--- ---
title: Welcome to Ardour! title: Ardour Overview
include: welcome-to-ardour_2.html include: ardour-overview.html
link: welcome-to-ardour_2 link: ardour-overview
uri: welcome-to-ardour uri: welcome-to-ardour
part: subchapter part: subchapter
--- ---
---
title: Isn't This A Really Complicated Program?
include: isnt-this-a-really-complicated-program.html
link: isnt-this-a-really-complicated-program
uri: welcome-to-ardour/about-ardour/isnt-this-a-really-complicated-program
part: subchapter
---
---
title: Why Write a DAW for Linux?
include: why-write-a-daw-for-linux.html
link: why-write-a-daw-for-linux
uri: welcome-to-ardour/about-ardour/why-write-a-daw-for-linux
part: subchapter
---
--- ---
title: Why is it called Ardour? title: Why is it called Ardour?
include: why-is-it-called-ardour.html include: why-is-it-called-ardour.html
@ -53,18 +37,19 @@ part: subchapter
--- ---
--- ---
title: Why write another DAW? title: Why Write a DAW for Linux?
include: why-write-another-daw.html include: why-write-a-daw-for-linux.html
link: why-write-another-daw link: why-write-a-daw-for-linux
uri: welcome-to-ardour/about-ardour/why-write-another-daw uri: welcome-to-ardour/about-ardour/why-write-a-daw-for-linux
part: subchapter part: subchapter
--- ---
--- ---
title: Additional Resources title: Isn't This a Really Complicated Program?
include: additional-resources.html menu_title: Isn't This a Complex Program?
link: additional-resources include: isnt-this-a-really-complicated-program.html
uri: welcome-to-ardour/additional-resources link: isnt-this-a-really-complicated-program
uri: welcome-to-ardour/about-ardour/isnt-this-a-really-complicated-program
part: subchapter part: subchapter
--- ---
@ -77,61 +62,38 @@ part: subchapter
--- ---
--- ---
title: Ardour Concepts title: Additional Resources
include: ardour-concepts.html include: additional-resources.html
link: ardour-concepts link: additional-resources
uri: welcome-to-ardour/additional-resources
part: subchapter
---
---
title: Ardour Basics
include: ardour-basics.html
link: ardour-basics
uri: introducing-ardour uri: introducing-ardour
part: chapter part: chapter
--- ---
---
title: Starting Ardour
include: starting-ardour.html
link: starting-ardour
uri: setting-up-your-system/starting-ardour
part: subchapter
---
--- ---
title: Understanding Basic Concepts and Terminology title: Understanding Basic Concepts and Terminology
menu_title: Basic Concepts and Terminology
include: understanding-basic-concepts-and-terminology.html include: understanding-basic-concepts-and-terminology.html
link: understanding-basic-concepts-and-terminology link: understanding-basic-concepts-and-terminology
uri: introducing-ardour/understanding-basic-concepts-and-terminology uri: introducing-ardour/understanding-basic-concepts-and-terminology
part: subchapter part: subchapter
--- ---
---
title: Basic GUI Operations
include: basic-gui-operations.html
link: basic-gui-operations
uri: introducing-ardour/basic-gui-operations
part: subchapter
---
---
title: Interface Elements
include: interface-elements.html
link: interface-elements
uri: introducing-ardour/basic-gui-operations/interface-elements
part: subchapter
---
---
title: Selection Techniques
include: selection-techniques.html
link: selection-techniques
uri: introducing-ardour/basic-gui-operations/selection-techniques
part: subchapter
---
---
title: Tooltips
include: tooltips.html
link: tooltips
uri: introducing-ardour/basic-gui-operations/tooltips
part: subchapter
---
---
title: Undo/Redo for Editing
include: undoredo-for-editing.html
link: undoredo-for-editing
uri: introducing-ardour/basic-gui-operations/undoredo-for-editing-
part: subchapter
---
--- ---
title: Using the Mouse title: Using the Mouse
include: using-the-mouse.html include: using-the-mouse.html
@ -141,26 +103,10 @@ part: subchapter
--- ---
--- ---
title: Cut and Paste Operations title: Basic GUI Operations
include: cut-and-paste-operations.html include: basic-gui-operations.html
link: cut-and-paste-operations link: basic-gui-operations
uri: introducing-ardour/basic-gui-operations/cut-and-paste-operations uri: introducing-ardour/basic-gui-operations
part: subchapter
---
---
title: Deleting Objects
include: deleting-objects.html
link: deleting-objects
uri: introducing-ardour/basic-gui-operations/deleting-objects
part: subchapter
---
---
title: Starting Ardour
include: starting-ardour.html
link: starting-ardour
uri: setting-up-your-system/starting-ardour
part: subchapter part: subchapter
--- ---

View File

@ -675,8 +675,9 @@ samp:after {
} }
#chapter { padding-top: 1em; padding-left: 1em; } #chapter { padding-top: 1em; padding-left: 1em; }
#subchapter { padding-left: 4em; } #subchapter { padding-left: 4em; }
#section { padding-left: 6em; }
#subsection { padding-left: 8em; }
#content table.alternate{ border-collapse:collapse; } #content table.alternate{ border-collapse:collapse; }
.alternate td{ padding:7px; border:#4e95f4 1px solid; } .alternate td{ padding:7px; border:#4e95f4 1px solid; }