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

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@ -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.')

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@ -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.

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@ -1,19 +1,19 @@
<h2>Adding new notes</h2> <h2>Adding new notes</h2>
<p> <p>
In general, you will probably do most MIDI editing with the mouse in object In general, you will probably do most MIDI editing with the mouse in object
mode. This allows you to select notes, copy, move or delete them and alter mode. This allows you to select notes, copy, move or delete them and alter
their properties (see below). But at some point, you're going to want to their properties (see below). But at some point, you're going to want to
<em>add</em> notes to a MIDI region using the mouse, and if they are to be <em>add</em> notes to a MIDI region using the mouse, and if they are to be
anything other than a fixed length, this means dragging with the mouse. anything other than a fixed length, this means dragging with the mouse.
Since this would normally be a selection operation if the mouse is in object Since this would normally be a selection operation if the mouse is in object
mode, there needs to be some way for you to tell Ardour that you are trying mode, there needs to be some way for you to tell Ardour that you are trying
to <dfn>draw</dfn> new notes within a MIDI region. Ardour provides two ways to <dfn>draw</dfn> new notes within a MIDI region. Ardour provides two ways
do this. One is to leave the mouse in object mode and do this. One is to leave the mouse in object mode and
<kbd class="mouse mod1">Left</kbd>-drag. The other, useful if you plan to <kbd class="mouse mod1">Left</kbd>-drag. The other, useful if you plan to
enter a lot of notes for a while, is to switch the mouse into enter a lot of notes for a while, is to switch the mouse into
<kbd class="menu">Draw Notes</kbd> mode, which will now interpret any drags <kbd class="menu">Draw Notes</kbd> mode, which will now interpret any drags
and clicks as requests to add a new note. For obvious reasons, you cannot and clicks as requests to add a new note. For obvious reasons, you cannot
use Draw Notes mode while using region-level editing. use Draw Notes mode while using region-level editing.
</p> </p>
@ -21,7 +21,7 @@
<dl class="wide-table"> <dl class="wide-table">
<dt>Selecting, moving, copying, trimming, deleting <em>regions</em></dt> <dt>Selecting, moving, copying, trimming, deleting <em>regions</em></dt>
<dd> <dd>
leave <kbd class="menu">Note Level Editing</kbd> disabled, use object, leave <kbd class="menu">Note Level Editing</kbd> disabled, use object,
range or other mouse modes range or other mouse modes
</dd> </dd>
<dt>Selecting, moving, copying trimming, deleting <em>notes</em></dt> <dt>Selecting, moving, copying trimming, deleting <em>notes</em></dt>
@ -37,8 +37,8 @@
</dd> </dd>
</dl> </dl>
<p> <p>
Note that is also a Note that is also a
<a href="@@step-entry">a step entry editor</a> <a href="@@step-entry">a step entry editor</a>
allowing you to enter notes from a virtual keyboard and lots more besides. allowing you to enter notes from a virtual keyboard and lots more besides.
</p> </p>

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@ -1,6 +1,6 @@
<p> <p>
There are several ways to importing an audio or MIDI file into a There are several ways to importing an audio or MIDI file into a
session: session:
</p> </p>
<ul> <ul>
@ -11,16 +11,16 @@
</ul> </ul>
<p> <p>
These methods are all equivalent: they open the <a These methods are all equivalent: they open the <a
href="/adding-pre-existing-material/import-dialog/">Add Existing Media</a> href="/adding-pre-existing-material/import-dialog/">Add Existing Media</a>
dialog. dialog.
</p> </p>
<p> <p>
Finally, you can also easily import files into your project by dragging Finally, you can also easily import files into your project by dragging
and dropping a file from some other application (e.g. your platform's and dropping a file from some other application (e.g. your platform's
file manager). You can drag onto the file manager). You can drag onto the
<dfn>Region List</dfn>, into the desired <dfn>track</dfn> or into empty <dfn>Region List</dfn>, into the desired <dfn>track</dfn> or into empty
space in the editor track display.<br> space in the editor track display.<br>
The file will be imported and copied The file will be imported and copied
into your session, and placed at the position where the drag ended. into your session, and placed at the position where the drag ended.
</p> </p>

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@ -13,7 +13,7 @@
<dt>Add</dt> <dt>Add</dt>
<dd>Here you can select the number of tracks, busses or VCAs you wish to create, and <dd>Here you can select the number of tracks, busses or VCAs you wish to create, and
their <a href="@@track-types">types</a>.</dd> their <a href="@@track-types">types</a>.</dd>
<dt>Name</dt> <dt>Name</dt>
<dd>Defines the name of the new track(s). If multiple tracks are created, or if a track with the same name already exists, a space and number will be happened at the end (e.g.: Audio 1, Audio 2&hellip;)</dd> <dd>Defines the name of the new track(s). If multiple tracks are created, or if a track with the same name already exists, a space and number will be happened at the end (e.g.: Audio 1, Audio 2&hellip;)</dd>
<dt>Configuration</dt> <dt>Configuration</dt>
<dd>This menu lets you choose from a number of route templates, which determine the number of input ports and optionally contain plugins and other mixer strip configuration. The most common choices here are <em>mono</em> and <em>stereo</em>.</dd> <dd>This menu lets you choose from a number of route templates, which determine the number of input ports and optionally contain plugins and other mixer strip configuration. The most common choices here are <em>mono</em> and <em>stereo</em>.</dd>
@ -23,9 +23,9 @@
<dd>This option is only available for MIDI tracks and busses and lets you select a <dd>This option is only available for MIDI tracks and busses and lets you select a
default instrument from the list of available plugins.</dd> default instrument from the list of available plugins.</dd>
<dt>Group</dt> <dt>Group</dt>
<dd>Tracks and busses can be assigned groups so that a selected range of <dd>Tracks and busses can be assigned groups so that a selected range of
operations are applied to all members of a group at the same time (selecting operations are applied to all members of a group at the same time (selecting
record enable, or editing, for example). This option lets you assign to an record enable, or editing, for example). This option lets you assign to an
existing group, or create a new group.</dd> existing group, or create a new group.</dd>
<dt>Insert</dt> <dt>Insert</dt>
<dd>Defines where in the track list is the track created. The default is <em>Last</em>, i.e. after all the tracks and busses, and can also be <em>First</em>, <em>Before Selection</em> (to place it just above the selected track) or <em>After selection</em>.</dd> <dd>Defines where in the track list is the track created. The default is <em>Last</em>, i.e. after all the tracks and busses, and can also be <em>First</em>, <em>Before Selection</em> (to place it just above the selected track) or <em>After selection</em>.</dd>
@ -34,8 +34,8 @@
</dl> </dl>
<p> <p>
New tracks appear in both the editor and mixer windows. The editor window New tracks appear in both the editor and mixer windows. The editor window
shows the timeline, with any recorded data, and the mixer shows just the shows the timeline, with any recorded data, and the mixer shows just the
processing elements of the track (its plugins, fader and so on). processing elements of the track (its plugins, fader and so on).
</p> </p>
@ -43,8 +43,8 @@
<p> <p>
To <dfn>remove</dfn> tracks and busses, select them, <kbd To <dfn>remove</dfn> tracks and busses, select them, <kbd
class="mouse">right</kbd>-click and choose <kbd class="mouse">right</kbd>-click and choose <kbd
class="menu">Remove</kbd> class="menu">Remove</kbd>
from the menu. A warning dialog will pop up, as track removal cannot be undone; from the menu. A warning dialog will pop up, as track removal cannot be undone;
use this option with care! use this option with care!
</p> </p>

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@ -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>
</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>

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@ -1,2 +0,0 @@

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@ -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>

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@ -1,24 +1,24 @@
<p> <p>
A typical control area or <dfn>track header</dfn> for an audio track is A typical control area or <dfn>track header</dfn> for an audio track is
shown below: shown below:
</p> </p>
<img src="/images/typical-audio-track-controls.png" alt="audio track controls" /> <img src="/images/typical-audio-track-controls.png" alt="audio track controls" />
<p> <p>
An audio track has the same An audio track has the same
<a href="@@bus-controls">controls as a bus</a>, with the <a href="@@bus-controls">controls as a bus</a>, with the
addition of two extras. addition of two extras.
</p> </p>
<dl> <dl>
<dt id="record" style="color:red;font-weight:bold;">[&bull;]</dt> <dt id="record" style="color:red;font-weight:bold;">[&bull;]</dt>
<dd><dfn>Record</dfn>&mdash;The button with the pink circle arms the track <dd><dfn>Record</dfn>&mdash;The button with the pink circle arms the track
for recording. When armed, the entire button will turn pink, and change to for recording. When armed, the entire button will turn pink, and change to
bright red as soon as the transport is rolling and the track is recording.</dd> bright red as soon as the transport is rolling and the track is recording.</dd>
<dt id="playlist">p</dt> <dt id="playlist">p</dt>
<dd><dfn>Playlist</dfn>&mdash;Opens a playlist menu when clicked. The menu <dd><dfn>Playlist</dfn>&mdash;Opens a playlist menu when clicked. The menu
offers various operations related to the track's <a offers various operations related to the track's <a
href="/working-with-playlists/">playlist</a>. href="/working-with-playlists/">playlist</a>.
</dd> </dd>

View File

@ -9,9 +9,9 @@
</p> </p>
<p> <p>
Usually, aux sends from several tracks are collectively sent to a Usually, aux sends from several tracks are collectively sent to a
dedicated <dfn>Aux bus</dfn> in Ardour, to create a monitor mix for a dedicated <dfn>Aux bus</dfn> in Ardour, to create a monitor mix for a
musician, or to feed an effect unit. The output of such a bus might musician, or to feed an effect unit. The output of such a bus might
be routed to separate hardware outputs (in the case of headphone or monitor be routed to separate hardware outputs (in the case of headphone or monitor
wedge mixes), or returned to the main mix (in the case of an effect).<br wedge mixes), or returned to the main mix (in the case of an effect).<br
/> />
Aux sends are not JACK ports, with <a href="@@external-sends"> Aux sends are not JACK ports, with <a href="@@external-sends">
@ -19,84 +19,84 @@
send the tapped signal somewhere else directly, which is not usually send the tapped signal somewhere else directly, which is not usually
possible on hardware mixers. possible on hardware mixers.
</p> </p>
<p> <p>
It may be useful to It may be useful to
<a href="@@comparing-aux-sends-and-subgroups">compare and contrast</a> <a href="@@comparing-aux-sends-and-subgroups">compare and contrast</a>
the use of aux sends with <a href="@@subgrouping">subgrouping</a>. the use of aux sends with <a href="@@subgrouping">subgrouping</a>.
</p> </p>
<h2>Adding a new aux bus</h2> <h2>Adding a new aux bus</h2>
<p> <p>
Choose <kbd class="menu">Session &gt; Add New Track or Bus</kbd>. In the Choose <kbd class="menu">Session &gt; Add New Track or Bus</kbd>. In the
<kbd class="menu">New Track &amp; Bus</kbd> dialog, select "Busses" in the Track/Bus <kbd class="menu">New Track &amp; Bus</kbd> dialog, select "Busses" in the Track/Bus
selector at the upper right. selector at the upper right.
</p> </p>
<h2>Adding a send to an aux bus</h2> <h2>Adding a send to an aux bus</h2>
<p> <p>
Context-click on the processor box for the track you want to send to the bus, and Context-click on the processor box for the track you want to send to the bus, and
choose <kbd class="menu">New Aux Send</kbd>. From the submenu, choose the bus you choose <kbd class="menu">New Aux Send</kbd>. From the submenu, choose the bus you
want to send to. A send will be added (and will be visible in the processor box). want to send to. A send will be added (and will be visible in the processor box).
Note that the submenu may be empty if you have not created a bus yet. Note that the submenu may be empty if you have not created a bus yet.
</p> </p>
<h3>Pre-fader and Post-fader Aux Sends</h3> <h3>Pre-fader and Post-fader Aux Sends</h3>
<p> <p>
Depending on whether you context-click above or below the fader in the processor box, Depending on whether you context-click above or below the fader in the processor box,
the new aux send can be placed before or after the fader in the channel strip. the new aux send can be placed before or after the fader in the channel strip.
<dfn>Post-fader</dfn> aux sends are typically used when using an aux for shared signal <dfn>Post-fader</dfn> aux sends are typically used when using an aux for shared signal
processing (FX), so that the amount of effect is always proportional to processing (FX), so that the amount of effect is always proportional to
the main mix fader. <dfn>Pre-fader</dfn> sends ensure that the level sent to the bus the main mix fader. <dfn>Pre-fader</dfn> sends ensure that the level sent to the bus
is controlled <em>only</em> by the send, not the main fader&mdash;this is typical is controlled <em>only</em> by the send, not the main fader&mdash;this is typical
when constructing headphone and monitor wedge mixes. when constructing headphone and monitor wedge mixes.
</p> </p>
<h2>Adding a new aux bus and sending a Track Group to it</h2> <h2>Adding a new aux bus and sending a Track Group to it</h2>
<p> <p>
You can add aux sends to all members of a group and connect them to a new aux bus You can add aux sends to all members of a group and connect them to a new aux bus
with a single click. After creating the track group (and adding tracks to it), with a single click. After creating the track group (and adding tracks to it),
context-click on the group tab and choose either context-click on the group tab and choose either
<kbd class="menu">Add New Aux Bus (pre-fader)</kbd> or <kbd class="menu">Add New Aux Bus (pre-fader)</kbd> or
<kbd class="menu">Add New Aux Bus (post-fader)</kbd>. A new aux bus will be created, <kbd class="menu">Add New Aux Bus (post-fader)</kbd>. A new aux bus will be created,
and a new aux send added to every member of the track group that connects to and a new aux send added to every member of the track group that connects to
this aux bus. this aux bus.
</p> </p>
<h2>Altering Send Levels</h2> <h2>Altering Send Levels</h2>
<p> <p>
You can alter the amount of the signal received by a send that it delivers to the bus You can alter the amount of the signal received by a send that it delivers to the bus
it connects to. There are three approaches to this: it connects to. There are three approaches to this:
</p> </p>
<h3>Use the Send Fader</h3> <h3>Use the Send Fader</h3>
<p> <p>
Every send processor has a small horizontal fader that can be adjusted in the usual way. It is Every send processor has a small horizontal fader that can be adjusted in the usual way. It is
not very big and so this can be a little unsatisfactory if you want very fine control not very big and so this can be a little unsatisfactory if you want very fine control
over the send level. over the send level.
</p> </p>
<h3>Mapping the Main Fader</h3> <h3>Mapping the Main Fader</h3>
<p> <p>
Double-clicking on the send in the processor box will allow you to use the Double-clicking on the send in the processor box will allow you to use the
big fader of the mixer strip to control the send. The visual appearance of big fader of the mixer strip to control the send. The visual appearance of
the mixer strip will change to reflect this. Double-click the send again to the mixer strip will change to reflect this. Double-click the send again to
revert back to normal function for the strip. revert back to normal function for the strip.
</p> </p>
<h3>Map Aux Sends To Main Faders</h3> <h3>Map Aux Sends To Main Faders</h3>
<p> <p>
Pressing the button marked <kbd class="menu">Aux Sends</kbd> on a aux bus will Pressing the button marked <kbd class="menu">Aux Sends</kbd> on a aux bus will
alter the channel strip for every track or bus that feeds the aux bus. Many alter the channel strip for every track or bus that feeds the aux bus. Many
aspects of the strip will become insensitive and/or change their visual aspects of the strip will become insensitive and/or change their visual
appearance. More importantly, the main fader of the affected channel strips appearance. More importantly, the main fader of the affected channel strips
will now control the send level and <strong>not</strong> the track gain. will now control the send level and <strong>not</strong> the track gain.
This gives a larger, more configurable control to alter the level. Click the This gives a larger, more configurable control to alter the level. Click the
<kbd class="menu">Aux Sends</kbd> button of the aux bus again to revert the <kbd class="menu">Aux Sends</kbd> button of the aux bus again to revert the
channel strips to their normal use. channel strips to their normal use.
</p> </p>
<h2>Disabling Sends</h2> <h2>Disabling Sends</h2>
<p> <p>
Clicking on the small "LED" in the send display in the processor box of the Clicking on the small "LED" in the send display in the processor box of the
channel strip will enable/disable the send. When disabled, only silence will channel strip will enable/disable the send. When disabled, only silence will
be delivered to the aux bus by this track. When enabled, the signal arriving be delivered to the aux bus by this track. When enabled, the signal arriving
at the send will be delivered to the aux bus. at the send will be delivered to the aux bus.
</p> </p>
<h2>Send Panning</h2> <h2>Send Panning</h2>

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

@ -1,6 +1,6 @@
<p> <p>
For stereo tracks, you can now switch between the default stereo panner For stereo tracks, you can now switch between the default stereo panner
and a traditional <dfn>balance control</dfn> by right-clicking on the and a traditional <dfn>balance control</dfn> by right-clicking on the
panner widget. panner widget.
</p> </p>
@ -12,7 +12,7 @@ control"/>
side. side.
</p> </p>
<p class="note"> <p class="note">
While the balance control is considerably less flexible than the stereo While the balance control is considerably less flexible than the stereo
panner, it works with arbitrary content without danger of introducing panner, it works with arbitrary content without danger of introducing
comb filter artefacts. comb filter artefacts.
</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

@ -1,11 +1,11 @@
<h2>Behringer BCF-2000 Faders Controller</h2> <h2>Behringer BCF-2000 Faders Controller</h2>
<p> <p>
<img alt="Digramatic Image of the BCF2000" <img alt="Digramatic Image of the BCF2000"
src="/images/BCF2000.png"> src="/images/BCF2000.png">
</p> </p>
<p> <p>
The Behringer BCF-2000 Fader Controller is a control surface with 8 motorized The Behringer BCF-2000 Fader Controller is a control surface with 8 motorized
faders, 8 rotary encoders and 30 push buttons. The device is a class faders, 8 rotary encoders and 30 push buttons. The device is a class
compliant USB Midi Interface and also has standard Midi DIN IN/OUT/THRU ports. compliant USB Midi Interface and also has standard Midi DIN IN/OUT/THRU ports.
The device has included a Mackie/Logic Control Emulation Mode since firmware v1.06. The device has included a Mackie/Logic Control Emulation Mode since firmware v1.06.
@ -18,11 +18,11 @@
</p> </p>
<p> <p>
In order to put the controller into Mackie/Logic control mode turn on the In order to put the controller into Mackie/Logic control mode turn on the
unit while holding third button from the left in the top most row unit while holding third button from the left in the top most row
of buttons (under the rotary encoder row). Hold the button down until <dfn>EG</dfn> of buttons (under the rotary encoder row). Hold the button down until <dfn>EG</dfn>
or edit global mode is displayed on the LCD screen of the unit. The global parameters or edit global mode is displayed on the LCD screen of the unit. The global parameters
can then be edited using the 8 rotary encoders in the top row. can then be edited using the 8 rotary encoders in the top row.
</p> </p>
<ul> <ul>
<li><code> <li><code>
@ -31,16 +31,16 @@
</li></code> </li></code>
<li><code> <li><code>
Encoder #3 sets the foot switch mode and should most likely be set to Encoder #3 sets the foot switch mode and should most likely be set to
<dfn>Auto</dfn> to detect how the foot switch is wired. <dfn>Auto</dfn> to detect how the foot switch is wired.
</li></code> </li></code>
<li><code> <li><code>
Encoder #5 sets the device id, if you are using only 1 device the id Encoder #5 sets the device id, if you are using only 1 device the id
should be set to <dfn>ID 1</dfn>. If you are using multiple BCF/BCR2000 each should be set to <dfn>ID 1</dfn>. If you are using multiple BCF/BCR2000 each
device is required to be set up sequentially and one at a time. device is required to be set up sequentially and one at a time.
</li></code> </li></code>
<li><code> <li><code>
Encoder #7 controls the MIDI <dfn>Dead Time</dfn> or the amount of milliseconds Encoder #7 controls the MIDI <dfn>Dead Time</dfn> or the amount of milliseconds
after a move has been made that the device ignores further changes, this after a move has been made that the device ignores further changes, this
should be set to <dfn>100</dfn>. should be set to <dfn>100</dfn>.
</li></code> </li></code>
<li><code> <li><code>
@ -59,7 +59,7 @@
src="/images/BCF2000-Modes.png"> src="/images/BCF2000-Modes.png">
</p> </p>
<p> <p>
The four buttons arranged in a rectangle and located under the Behringer logo The four buttons arranged in a rectangle and located under the Behringer logo
are the mode selection buttons in Logic Control Emulation Mode, are the mode selection buttons in Logic Control Emulation Mode,
currently Ardour has implemented support for two of these modes. currently Ardour has implemented support for two of these modes.
</p> </p>
@ -134,7 +134,7 @@ The surface can be broken into 8 groups of controls.
<dd> <dd>
In this mode they function as bank select left and right. If your session has more than 8 tracks In this mode they function as bank select left and right. If your session has more than 8 tracks
the next set of 8 tracks is selected with the right button and the faders will move to match the the next set of 8 tracks is selected with the right button and the faders will move to match the
current gain settings of that bank of 8 tracks/busses. If the last bank contains less than 8 current gain settings of that bank of 8 tracks/busses. If the last bank contains less than 8
tracks/busses the unused faders will move to the bottom and the pan lights will all turn tracks/busses the unused faders will move to the bottom and the pan lights will all turn
off. An unlimited amount of tracks can be controlled with the device. off. An unlimited amount of tracks can be controlled with the device.
</dd> </dd>
@ -160,7 +160,7 @@ The surface can be broken into 8 groups of controls.
In send mode, the encoders control sends from left to right instead of mixer pans. In send mode, the encoders control sends from left to right instead of mixer pans.
If there are less than 8 sends the behavior of the encoder will be to continue controlling If there are less than 8 sends the behavior of the encoder will be to continue controlling
the mixer pan. Visually it's indicated by the change in the LED from originating at the 12 the mixer pan. Visually it's indicated by the change in the LED from originating at the 12
o'clock position to originating at the 7 o'clock position. If <dfn>FLIP</dfn> is pressed o'clock position to originating at the 7 o'clock position. If <dfn>FLIP</dfn> is pressed
the encoder will control the mixer gain for the selected track/bus. the encoder will control the mixer gain for the selected track/bus.
</dd> </dd>
<dt>First row of buttons</dt> <dt>First row of buttons</dt>

View File

@ -4,20 +4,20 @@
<p> <p>
At the top-left of the controls is the name of the bus, which can be At the top-left of the controls is the name of the bus, which can be
edited by double-clicking on it. The new name must be unique within the edited by double-clicking on it. The new name must be unique within the
session. Underneath the name is a copy of the bus' main level fader. session. Underneath the name is a copy of the bus' main level fader.
The control buttons to the right-hand side are: The control buttons to the right-hand side are:
</p> </p>
<dl> <dl>
<dt id="mute">M</dt> <dt id="mute">M</dt>
<dd><dfn>Mute</dfn>&mdash;click to mute the bus. Right-click to display <dd><dfn>Mute</dfn>&mdash;click to mute the bus. Right-click to display
a menu which dictates what particular parts of the bus should be muted.</dd> a menu which dictates what particular parts of the bus should be muted.</dd>
<dt id="solo">S</dt> <dt id="solo">S</dt>
<dd><dfn>Solo</dfn>&mdash;solo the bus. The behaviour of the solo system <dd><dfn>Solo</dfn>&mdash;solo the bus. The behaviour of the solo system
is described in detail in the section <a is described in detail in the section <a
href="/mixing/muting-and-soloing/">Muting and Soloing</a>.</dd> href="/mixing/muting-and-soloing/">Muting and Soloing</a>.</dd>
<dt id="automation">A</dt> <dt id="automation">A</dt>
<dd><dfn>Automation</dfn>&mdash;opens the automation menu for the <dd><dfn>Automation</dfn>&mdash;opens the automation menu for the
bus. For details see <a href="@@automation">Automation</a>.</dd> bus. For details see <a href="@@automation">Automation</a>.</dd>
<dt id="group">G</dt> <dt id="group">G</dt>
<dd><dfn>Group</dfn>&mdash;lets you assign the bus to an existing or a <dd><dfn>Group</dfn>&mdash;lets you assign the bus to an existing or a

View File

@ -1,8 +1,8 @@
<p> <p>
You can view all the details about a selected note by context-clicking on You can view all the details about a selected note by context-clicking on
it. The dialog that pops up will also allow you to modify all the properties it. The dialog that pops up will also allow you to modify all the properties
of the selected note(s). You can modify individual properties more efficiently of the selected note(s). You can modify individual properties more efficiently
using the techniques described below. using the techniques described below.
</p> </p>
@ -15,10 +15,10 @@
<dd> <dd>
<kbd>&uarr;</kbd> increases the pitch of the selected notes.<br> <kbd>&uarr;</kbd> increases the pitch of the selected notes.<br>
<kbd>&darr;</kbd> reduces the pitch of the selected notes.<br> <kbd>&darr;</kbd> reduces the pitch of the selected notes.<br>
If any of the selected notes are already at the maximum or minimum value, If any of the selected notes are already at the maximum or minimum value,
no changes will be made to any of the notes, to preserve relative pitches. no changes will be made to any of the notes, to preserve relative pitches.
You can override this with <kbd class="mod2"> </kbd>. The default shift You can override this with <kbd class="mod2"> </kbd>. The default shift
distance is one semitone. Use <kbd class="mod3"> </kbd> to alter this to distance is one semitone. Use <kbd class="mod3"> </kbd> to alter this to
one octave. one octave.
</dd> </dd>
<dt>Changing velocity values</dt> <dt>Changing velocity values</dt>
@ -27,42 +27,42 @@
<br/> <br/>
<kbd class="mod1">&darr;</kbd> reduces the velocity of the selected <kbd class="mod1">&darr;</kbd> reduces the velocity of the selected
notes.<br> notes.<br>
If any of the selected notes are already at the maximum or minumum value, If any of the selected notes are already at the maximum or minumum value,
no changes will be made to any of the notes, to preserve relative velocities. no changes will be made to any of the notes, to preserve relative velocities.
You can override this with <kbd class="mod2"> </kbd>. You can override this with <kbd class="mod2"> </kbd>.
You can also press <kbd>v</kbd> to popup a dialog that will allow you to set You can also press <kbd>v</kbd> to popup a dialog that will allow you to set
the absolute velocity value of each selected note. Finally, the scroll wheel the absolute velocity value of each selected note. Finally, the scroll wheel
<kbd class="mouse">&uArr;</kbd> <kbd class="mouse">&dArr;</kbd> will also <kbd class="mouse">&uArr;</kbd> <kbd class="mouse">&dArr;</kbd> will also
adjust notes in the same way as the arrow keys (note that like the arrow keys adjust notes in the same way as the arrow keys (note that like the arrow keys
it only affects selected notes, not the note the pointer is over). it only affects selected notes, not the note the pointer is over).
</dd> </dd>
<dt>Changing channel</dt> <dt>Changing channel</dt>
<dd> <dd>
Press <kbd>c</kbd> to bring up a dialog that allow you to see and alter the Press <kbd>c</kbd> to bring up a dialog that allow you to see and alter the
MIDI channel of the selected notes. If the selected notes use different MIDI channel of the selected notes. If the selected notes use different
channels, they will all be forced to the newly selected channel. channels, they will all be forced to the newly selected channel.
</dd> </dd>
<dt>Changing start/end/duration</dt> <dt>Changing start/end/duration</dt>
<dd> <dd>
<kbd>,</kbd> (comma) will alter the start time of the note. <br> <kbd>,</kbd> (comma) will alter the start time of the note. <br>
<kbd>.</kbd> (period) will alter the end time of the note. Both keys will by <kbd>.</kbd> (period) will alter the end time of the note. Both keys will by
default make the note longer (either by moving the start earlier or the end default make the note longer (either by moving the start earlier or the end
later). For the opposite effect, use <kbd class="mod1">,</kbd>/<kbd later). For the opposite effect, use <kbd class="mod1">,</kbd>/<kbd
class="mod1">.</kbd>. The note will be altered by the current grid setting. class="mod1">.</kbd>. The note will be altered by the current grid setting.
To change the start/end positions by 1/128th of a beat, use the <kbd To change the start/end positions by 1/128th of a beat, use the <kbd
class="mod2"> </kbd> modifier in addition to these shortcuts. class="mod2"> </kbd> modifier in addition to these shortcuts.
</dd> </dd>
<dt>Quantization</dt> <dt>Quantization</dt>
<dd> <dd>
<kbd>q</kbd> will quantize the selected notes using the current quantize <kbd>q</kbd> will quantize the selected notes using the current quantize
settings. If the quantize settings have not been set for this session yet, settings. If the quantize settings have not been set for this session yet,
the quantize dialog will appear. <kbd class="mod2">q</kbd> will display the the quantize dialog will appear. <kbd class="mod2">q</kbd> will display the
quantize dialog to allow you to reset the quantize settings, and then quantize dialog to allow you to reset the quantize settings, and then
quantizes the selected notes. The default quantize settings are: quantize quantizes the selected notes. The default quantize settings are: quantize
note starts to the current grid setting, no swing, no threshold, full note starts to the current grid setting, no swing, no threshold, full
strength. strength.
</dd> </dd>
<dt>Step Entry, Quantize etc.</dt> <dt>Step Entry, Quantize etc.</dt>
<dd></dd> <dd></dd>
</dl> </dl>

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@ -1,4 +1,4 @@
<p> <p>
Recording and editing any serious session might leave the session with some unused or misplaced files here and there. Ardour can help deal with this clutter thanks to the tools located in the <kbd class="menu">Session &gt; Clean-up</kbd> menu. Recording and editing any serious session might leave the session with some unused or misplaced files here and there. Ardour can help deal with this clutter thanks to the tools located in the <kbd class="menu">Session &gt; Clean-up</kbd> menu.
</p> </p>
@ -12,7 +12,7 @@
<p> <p>
Using the <kbd class="menu">Bring all media into session folder</kbd> menu ensures that all media files used in the session are located inside the session's folder, hence avoiding any missing files when copied. Using the <kbd class="menu">Bring all media into session folder</kbd> menu ensures that all media files used in the session are located inside the session's folder, hence avoiding any missing files when copied.
</p> </p>
<h2 id="reset_peak_files">Reset Peak Files</h2> <h2 id="reset_peak_files">Reset Peak Files</h2>
<p> <p>

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@ -14,7 +14,7 @@
</p> </p>
<p> <p>
You may want to review your understanding of You may want to review your understanding of
<a href="@@edit-point-control">the edit point/range</a> and <a href="@@edit-point-control">the edit point/range</a> and
<a href="@@which-regions-are-affected">which regions will be affected by region operations</a>. <a href="@@which-regions-are-affected">which regions will be affected by region operations</a>.
</p> </p>
<dl class="wide-table"> <dl class="wide-table">

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@ -1,18 +1,18 @@
<p> <p>
Auxes and Subgroups share a common concept&mdash;they both provide a way Auxes and Subgroups share a common concept&mdash;they both provide a way
for one or more tracks (or busses) to send their signal to a single bus so for one or more tracks (or busses) to send their signal to a single bus so
that common signal processing can be applied to the mix of their signals. that common signal processing can be applied to the mix of their signals.
</p> </p>
<p> <p>
<dfn>Aux sends</dfn> leave the existing signal routing to the main mix in place, <dfn>Aux sends</dfn> leave the existing signal routing to the main mix in place,
and are typically used to create a separate mix to send to (for example) and are typically used to create a separate mix to send to (for example)
monitors or headphones (for performer monitor mixes): monitors or headphones (for performer monitor mixes):
</p> </p>
<img width="300px" src="/images/aux_routing.png" alt="aux signal routing" /> <img width="300px" src="/images/aux_routing.png" alt="aux signal routing" />
<p> <p>
<dfn>Subgroups</dfn> usually remove the original signal routing to the main mix and <dfn>Subgroups</dfn> usually remove the original signal routing to the main mix and
replace it with a new one that delivers the output of the subgroup bus to replace it with a new one that delivers the output of the subgroup bus to
the main mix instead. the main mix instead.
</p> </p>
<img width="300px" src="/images/subgroup_routes.png" alt="sub group signal routing" /> <img width="300px" src="/images/subgroup_routes.png" alt="sub group signal routing" />

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@ -21,7 +21,7 @@
<h3>Positioning the playhead with the transport clocks</h3> <h3>Positioning the playhead with the transport clocks</h3>
<p> <p>
Click on either the primary or secondary transport clock and Click on either the primary or secondary transport clock and
<a href="@@editing-clocks">edit their value</a> <a href="@@editing-clocks">edit their value</a>
to move the playhead to a specific position. to move the playhead to a specific position.
</p> </p>

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@ -1,6 +1,6 @@
<p> <p>
Ardour offers many options for controlling the appearance of tracks, Ardour offers many options for controlling the appearance of tracks,
including color, height, waveform style and more. including color, height, waveform style and more.
These can all be found in the <kbd class="menu">Edit &gt; Preferences &gt; These can all be found in the <kbd class="menu">Edit &gt; Preferences &gt;
Editor</kbd> menu. Editor</kbd> menu.

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@ -1,6 +1,6 @@
<p> <p>
Ardour does not impose any particular ordering of tracks and busses in Ardour does not impose any particular ordering of tracks and busses in
either the editor or mixer windows. The default arrangements are as follows: either the editor or mixer windows. The default arrangements are as follows:
</p> </p>
@ -72,11 +72,11 @@
</p> </p>
<h2>Track Ordering and Remote Control IDs</h2> <h2>Track Ordering and Remote Control IDs</h2>
<p> <p>
Every track and bus in Ardour is assigned a <dfn>remote control ID</dfn>. Every track and bus in Ardour is assigned a <dfn>remote control ID</dfn>.
When a <a href="@@control-surfaces">control surface</a> or any other When a <a href="@@control-surfaces">control surface</a> or any other
remote control is used to control Ardour, these IDs are used to identify remote control is used to control Ardour, these IDs are used to identify
which track(s) or buss(es) are the intended target of incoming commands. which track(s) or buss(es) are the intended target of incoming commands.
</p> </p>

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@ -1,25 +1,25 @@
<h2>Copy a Single Region</h2> <h2>Copy a Single Region</h2>
<p> <p>
To copy a region, make sure you are in object mouse mode. Move the mouse To copy a region, make sure you are in object mouse mode. Move the mouse
pointer into the region and <kbd class="mouse mod1">left</kbd>-drag. Ardour pointer into the region and <kbd class="mouse mod1">left</kbd>-drag. Ardour
creates a new region and follows the mouse pointer as it moves. See creates a new region and follows the mouse pointer as it moves. See
<a href="@@move-regions">Move Regions</a> for more <a href="@@move-regions">Move Regions</a> for more
details on moving the copied region. details on moving the copied region.
</p> </p>
<h2>Copy Multiple Regions</h2> <h2>Copy Multiple Regions</h2>
<p> <p>
To copy multiple regions, select them before copying. Then To copy multiple regions, select them before copying. Then
<kbd class="mouse mod1">left</kbd>-drag one of the selected regions. All the <kbd class="mouse mod1">left</kbd>-drag one of the selected regions. All the
regions will be copied and as they move. The copied regions will keep their regions will be copied and as they move. The copied regions will keep their
positions relative to each other. positions relative to each other.
</p> </p>
<h2>Fixed-Time Copying</h2> <h2>Fixed-Time Copying</h2>
<p> <p>
If you want to copy region(s) to other track(s) but keep the copies at the If you want to copy region(s) to other track(s) but keep the copies at the
exact position on the timeline as the originals, simply use exact position on the timeline as the originals, simply use
<kbd class="mouse mod1">Middle</kbd>-drag instead. <kbd class="mouse mod1">Middle</kbd>-drag instead.
</p> </p>

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@ -1,13 +1,13 @@
<p> <p>
All media in a session folder is stored in a sub-folder called All media in a session folder is stored in a sub-folder called
<samp>interchange</samp>. Below that is another folder with the name <samp>interchange</samp>. Below that is another folder with the name
of the session. You can copy either of these to another location and of the session. You can copy either of these to another location and
use the files within them with any other application, importing them use the files within them with any other application, importing them
all into a project/session. You will lose all information about regions, all into a project/session. You will lose all information about regions,
tracks, and timeline positioning, but all the data that Ardour was working tracks, and timeline positioning, but all the data that Ardour was working
with will be present in the other DAW. Nothing below the interchange with will be present in the other DAW. Nothing below the interchange
folder is specific to Ardour&mdash;any DAW or other audio/MIDI folder is specific to Ardour&mdash;any DAW or other audio/MIDI
application should be able to handle the files without any issues. application should be able to handle the files without any issues.
</p> </p>

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@ -1,28 +1,28 @@
<p> <p>
<dfn>Copying</dfn> and <dfn>linking</dfn> are two different methods of <dfn>Copying</dfn> and <dfn>linking</dfn> are two different methods of
using existing audio files on your computer (or network file system) using existing audio files on your computer (or network file system)
within a session. They differ in one key aspect: within a session. They differ in one key aspect:
</p> </p>
<h2>Copying</h2> <h2>Copying</h2>
<p> <p>
An existing media file is copied to the session's audio folder, and An existing media file is copied to the session's audio folder, and
if necessary converted into the session's native format.<br> if necessary converted into the session's native format.<br>
For audio files, you can control the choice of this format (eg. WAVE For audio files, you can control the choice of this format (eg. WAVE
or Broadcast WAVE). Audio files will also be converted to the session or Broadcast WAVE). Audio files will also be converted to the session
sample rate if necessary (which can take several minutes for larger sample rate if necessary (which can take several minutes for larger
files). files).
</p> </p>
<p> <p>
MIDI files will already be in SMF format, and are simply copied into MIDI files will already be in SMF format, and are simply copied into
the session's MIDI folder. the session's MIDI folder.
</p> </p>
<h2>Linking</h2> <h2>Linking</h2>
<p> <p>
A link to an existing media file somewhere on the disk is used as a the A link to an existing media file somewhere on the disk is used as a the
source for a region, but the data is <strong>not copied or modified</strong> source for a region, but the data is <strong>not copied or modified</strong>
in any way. in any way.
</p> </p>
<p class="warning"> <p class="warning">
@ -32,8 +32,8 @@
the session. A backup of the session directory will miss linked files. the session. A backup of the session directory will miss linked files.
</p> </p>
<p> <p>
You can choose to copy or link files into your session with the You can choose to copy or link files into your session with the
<kbd class="option">Copy file to session</kbd> option in the Import <kbd class="option">Copy file to session</kbd> option in the Import
dialog window. dialog window.
</p> </p>
<p> <p>
@ -45,7 +45,7 @@
&larr; This file won't be copied. &larr; This file won't be copied.
</p> </p>
<p class="note"> <p class="note">
There is a global preference <kbd class="menu">Edit &gt; Preferences &gt; Misc &gt; There is a global preference <kbd class="menu">Edit &gt; Preferences &gt; Misc &gt;
Session Management &gt; Always copy imported files</kbd>. If it is Session Management &gt; Always copy imported files</kbd>. If it is
enabled, you will not be able to link a file. enabled, you will not be able to link a file.
</p> </p>

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@ -1,22 +1,22 @@
<p> <p>
<a href="@@the-track-and-bus-group-list">Track Groups</a> have <a href="@@the-track-and-bus-group-list">Track Groups</a> have
a property titled <kbd class="option">Select</kbd> which, if enabled, cause a property titled <kbd class="option">Select</kbd> which, if enabled, cause
Ardour to propagate a region selection in one track of a group to the Ardour to propagate a region selection in one track of a group to the
<dfn>corresponding regions</dfn> of the other tracks in that group. <dfn>corresponding regions</dfn> of the other tracks in that group.
</p> </p>
<p> <p>
For example, let's assume you have used multiple microphones to record a For example, let's assume you have used multiple microphones to record a
drum kit to multiple tracks. You have created a track group, added all the drum kit to multiple tracks. You have created a track group, added all the
drum tracks, enabled the group and enabled the Select property for the group. drum tracks, enabled the group and enabled the Select property for the group.
When you select a region in one of the drum tracks, Ardour will select the When you select a region in one of the drum tracks, Ardour will select the
corresponding region in every other drum track, which in turn means that a corresponding region in every other drum track, which in turn means that a
subsequent edit operation will affect all the drum tracks together. subsequent edit operation will affect all the drum tracks together.
</p> </p>
<h2>How Ardour Decides Which Regions are "Corresponding"</h2> <h2>How Ardour Decides Which Regions are "Corresponding"</h2>
<p> <p>
Regions in different tracks are considered to be corresponding for the purposes Regions in different tracks are considered to be corresponding for the purposes
of sharing <dfn>selection</dfn> if they satisfy <em>all</em> the following criteria: of sharing <dfn>selection</dfn> if they satisfy <em>all</em> the following criteria:
</p> </p>
<ol> <ol>
@ -27,17 +27,17 @@
<h2>Overlap Correspondence</h2> <h2>Overlap Correspondence</h2>
<p> <p>
Sometimes, the rules outlined above are too strict to get Ardour to do what you Sometimes, the rules outlined above are too strict to get Ardour to do what you
want. Regions may have been trimmed to slightly different lengths, or positioned want. Regions may have been trimmed to slightly different lengths, or positioned
slightly differently, and this will cause Ardour to not select regions in other slightly differently, and this will cause Ardour to not select regions in other
grouped tracks.</p> grouped tracks.</p>
<p> <p>
In this case, change In this case, change
<kbd class="menu">Edit &gt; Preferences &gt; Editor &gt; Regions in <kbd class="menu">Edit &gt; Preferences &gt; Editor &gt; Regions in
active edit groups are edited together:</kbd> to <kbd active edit groups are edited together:</kbd> to <kbd
class="menu">whenever they overlap in time</kbd>. With this option enabled, r class="menu">whenever they overlap in time</kbd>. With this option enabled, r
egions in different tracks will be considered equivalent for the purposes of selection if they egions in different tracks will be considered equivalent for the purposes of selection if they
<dfn>overlap</dfn>. This is much more flexible and will cover almost all of the <dfn>overlap</dfn>. This is much more flexible and will cover almost all of the
cases that the fixed rules above might make cumbersome. cases that the fixed rules above might make cumbersome.
</p> </p>

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@ -1,16 +1,16 @@
<p> <p>
Although recording MIDI is a common way to create new MIDI regions, it is Although recording MIDI is a common way to create new MIDI regions, it is
often desirable to do so as part of editing/arranging. often desirable to do so as part of editing/arranging.
</p> </p>
<p> <p>
To create a new MIDI region, simply <kbd class="mouse">Left</kbd>-click in To create a new MIDI region, simply <kbd class="mouse">Left</kbd>-click in
a MIDI track. A region will be created that is one bar long. You can a MIDI track. A region will be created that is one bar long. You can
<a href="@@trimming-regions">trim</a> it to any <a href="@@trimming-regions">trim</a> it to any
length you want. length you want.
</p> </p>
<p> <p>
Once you have created a region, you will probably want to Once you have created a region, you will probably want to
<a href="@@add-new-notes">Add some notes to it</a>. <a href="@@add-new-notes">Add some notes to it</a>.
</p> </p>

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@ -1,14 +1,14 @@
<p> <p>
To create a new <dfn>MIDI track</dfn>, choose <kbd class="menu">Session &gt; To create a new <dfn>MIDI track</dfn>, choose <kbd class="menu">Session &gt;
Add Track/Bus</kbd>. In the Add Track/Bus dialog, pick <kbd class="menu">MIDI Add Track/Bus</kbd>. In the Add Track/Bus dialog, pick <kbd class="menu">MIDI
Track</kbd> from the combo selector at the upper right. Track</kbd> from the combo selector at the upper right.
</p> </p>
<p> <p>
You may decide to use a track template if you have one. You may decide to use a track template if you have one.
You may also know the instrument (a plugin that will generate audio in response You may also know the instrument (a plugin that will generate audio in response
to receiving MIDI) that you want to use in the track. The Instrument selector to receiving MIDI) that you want to use in the track. The Instrument selector
will show you a list of all plugins that you have which accept MIDI input and will show you a list of all plugins that you have which accept MIDI input and
generate audio output. generate audio output.
</p> </p>

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@ -1,6 +1,6 @@
<p>Every Region has a fade-in and fade-out. By default, the region fade <p>Every Region has a fade-in and fade-out. By default, the region fade
is very short, and serves to de-click the transitions at the start and is very short, and serves to de-click the transitions at the start and
end of the region. By adjusting the regions fade length, a more end of the region. By adjusting the regions fade length, a more
gradual transition can be accomplished.<br></p> gradual transition can be accomplished.<br></p>
<h2>Region Fades</h2> <h2>Region Fades</h2>
@ -8,7 +8,7 @@ gradual transition can be accomplished.<br></p>
all audio regions. In object mode, a grip appears at the top left and all audio regions. In object mode, a grip appears at the top left and
top right of an audio region when the cursor hovers over it. Placing top right of an audio region when the cursor hovers over it. Placing
the cursor over the top of the grip displays the region fade cursor the cursor over the top of the grip displays the region fade cursor
tip. Click and drag the grip left or right in the timeline to tip. Click and drag the grip left or right in the timeline to
adjust the length of the fade.<br> adjust the length of the fade.<br>
</p> </p>
<h2>Crossfades</h2> <h2>Crossfades</h2>

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@ -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>

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@ -1,20 +1,20 @@
<p> <p>
<dfn>Range markers</dfn> are essentially two location markers the are grouped <dfn>Range markers</dfn> are essentially two location markers the are grouped
together to mark the beginning and end of a section in the timeline. together to mark the beginning and end of a section in the timeline.
</p> </p>
<h2>Creating a Range on the timeline</h2> <h2>Creating a Range on the timeline</h2>
<p> <p>
To create a new <dfn>range</dfn>, right-click on the To create a new <dfn>range</dfn>, right-click on the
Ranges ruler at the top of the timeline, then select Ranges ruler at the top of the timeline, then select
<kbd class="menu">New Range</kbd>. <kbd class="menu">New Range</kbd>.
Two markers with the same name will appear along the ruler. Two markers with the same name will appear along the ruler.
Both marks can be moved along the timeline by clicking and dragging Both marks can be moved along the timeline by clicking and dragging
them to the desired location. them to the desired location.
</p> </p>
<p> <p>
It is also possible to create range markers from a selected range or It is also possible to create range markers from a selected range or
region in the Editor window, or to use the <kbd class="menu">Ranges region in the Editor window, or to use the <kbd class="menu">Ranges
&amp; Marks List</kbd> in the Editor list. &amp; Marks List</kbd> in the Editor list.
</p> </p>

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@ -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>

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@ -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>

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@ -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>

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@ -1,12 +1,12 @@
<p> <p>
When you have finished mixing your session, you probably want to export it to a sound When you have finished mixing your session, you probably want to export it to a sound
file to burn to a CD, upload to the web, or whatever. <kbd class="menu">Session &gt; Export &gt; Export to Audio file(s)&hellip;</kbd> file to burn to a CD, upload to the web, or whatever. <kbd class="menu">Session &gt; Export &gt; Export to Audio file(s)&hellip;</kbd>
shows the Export Dialog to do this. shows the Export Dialog to do this.
</p> </p>
<p> <p>
You can also export the outputs of multiple tracks &amp; busses all at once via You can also export the outputs of multiple tracks &amp; busses all at once via
<kbd class="menu">Session &gt; Export &gt; Stem Export&hellip;</kbd>. <kbd class="menu">Session &gt; Export &gt; Stem Export&hellip;</kbd>.
</p> </p>
@ -60,7 +60,7 @@ to the uploaded files will become visible.
<p> <p>
<dl> <dl>
<dt>Make files public</dt><dd>Choose whether to make uploaded files available to anyone via the Soundcloud web site.</dd> <dt>Make files public</dt><dd>Choose whether to make uploaded files available to anyone via the Soundcloud web site.</dd>
<dt>Open uploaded files in browser</dt><dd>Open each file on soundcloud in your browser after upload. <dt>Open uploaded files in browser</dt><dd>Open each file on soundcloud in your browser after upload.
If you don't enable this, you can still see the URLs in the <a href="">Log window</a>.</dd> If you don't enable this, you can still see the URLs in the <a href="">Log window</a>.</dd>
<dt>Make files downloadable</dt><dd>Choose whether to allow downloading of files uploaded to Soundcloud.</dd> <dt>Make files downloadable</dt><dd>Choose whether to allow downloading of files uploaded to Soundcloud.</dd>
</dl> </dl>

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@ -1,27 +1,27 @@
<p> <p>
Like a normal aux send, an <dfn>external send</dfn> taps the signal at a Like a normal aux send, an <dfn>external send</dfn> taps the signal at a
specific within a channel strip, but delivers it to an external application specific within a channel strip, but delivers it to an external application
or piece of hardware rather than an Ardour bus. By itself, an external or piece of hardware rather than an Ardour bus. By itself, an external
send has no effect whatsoever on the audio signals within Ardour&mdash;it send has no effect whatsoever on the audio signals within Ardour&mdash;it
is a one-way signal routing that leaves all existing signal processing is a one-way signal routing that leaves all existing signal processing
just as it was. just as it was.
</p> </p>
<p> <p>
Most people will not have much use for this, but it can be useful if you Most people will not have much use for this, but it can be useful if you
want to experiment with external applications or hardware signal processing want to experiment with external applications or hardware signal processing
applications. applications.
</p> </p>
<h2>Adding an External Send</h2> <h2>Adding an External Send</h2>
<p> <p>
Context-click on the Context-click on the
<a href="@@processor-box">processor box</a> in a <a href="@@processor-box">processor box</a> in a
channel strip (at the desired location, pre or post fader) and choose channel strip (at the desired location, pre or post fader) and choose
<kbd class="menu">Add new External Send</kbd>. A dialog will appear <kbd class="menu">Add new External Send</kbd>. A dialog will appear
containing the standard Ardour containing the standard Ardour
<a href="@@patchbay"><dfn>patchbay</dfn></a> to allow <a href="@@patchbay"><dfn>patchbay</dfn></a> to allow
you to connect the send to the desired destination. you to connect the send to the desired destination.
</p> </p>
<h2>Removing an External Send</h2> <h2>Removing an External Send</h2>
@ -30,28 +30,28 @@
<li><kbd class="mouse mod3">Right</kbd>-click the send in the processor box.</li> <li><kbd class="mouse mod3">Right</kbd>-click the send in the processor box.</li>
<li>Position the pointer over the send and press the <kbd>Del</kbd> key.</li> <li>Position the pointer over the send and press the <kbd>Del</kbd> key.</li>
<li>Position the pointer over the send and press <kbd class="mod1">x</kbd>.</li> <li>Position the pointer over the send and press <kbd class="mod1">x</kbd>.</li>
<li>Context-click the send and choose either <kbd class="menu">Cut</kbd> or <li>Context-click the send and choose either <kbd class="menu">Cut</kbd> or
<kbd class="menu">Delete</kbd>.</li> <kbd class="menu">Delete</kbd>.</li>
</ul> </ul>
<h2>Altering Send Levels</h2> <h2>Altering Send Levels</h2>
<p> <p>
Just below the send in the processor box is a small fader that can be used Just below the send in the processor box is a small fader that can be used
like all other faders in Ardour to control the gain applied to the signal like all other faders in Ardour to control the gain applied to the signal
delivered by the send. Drag it to alter the level, Shift-click to restore delivered by the send. Drag it to alter the level, Shift-click to restore
to unity (0dB) gain. to unity (0dB) gain.
</p> </p>
<h2>Disabling Sends</h2> <h2>Disabling Sends</h2>
<p> <p>
Click the small "LED" in the send display within the processor box to turn Click the small "LED" in the send display within the processor box to turn
it on and off. When turned off, silence will be delivered to the send. When it on and off. When turned off, silence will be delivered to the send. When
turned on, the signal within the channel strip will be delivered. turned on, the signal within the channel strip will be delivered.
</p> </p>
<h2>Editing Send Routing</h2> <h2>Editing Send Routing</h2>
<p> <p>
Double-clicking or Edit-clicking on the send in the processor box will Double-clicking or Edit-clicking on the send in the processor box will
redisplay the patchbay dialog that allows you full control over the routing redisplay the patchbay dialog that allows you full control over the routing
of the send. of the send.
</p> </p>

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@ -7,12 +7,12 @@
<ul> <ul>
<li> <li>
<dfn>Destructive crossfade length</dfn> is used when an operation on a <dfn>Destructive crossfade length</dfn> is used when an operation on a
region is destructive, such as when recording in a track is in tape mode. region is destructive, such as when recording in a track is in tape mode.
</li> </li>
<li> <li>
When <dfn>Region fades</dfn> <strong>active</strong> is checked, the When <dfn>Region fades</dfn> <strong>active</strong> is checked, the
region fades set up in the mixer are used during playback. When unchecked, region fades set up in the mixer are used during playback. When unchecked,
the fades are ignored. the fades are ignored.
</li> </li>
<li> <li>

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@ -2,22 +2,22 @@
<img src="/images/a4_session_properties_filenames.png" alt="session properties filenames tab"/> <img src="/images/a4_session_properties_filenames.png" alt="session properties filenames tab"/>
<p> <p>
This tab is used to change how Ardour names recorded regions. This tab is used to change how Ardour names recorded regions.
If <dfn>Prefix track number</dfn> is selected a unique number will appear on each track If <dfn>Prefix track number</dfn> is selected a unique number will appear on each track
in the <dfn>Editor</dfn> window and will prefix the region name. If the track number in the <dfn>Editor</dfn> window and will prefix the region name. If the track number
is 2 and the region would have been Gtr-1.1 with track number prefix turned on the region is 2 and the region would have been Gtr-1.1 with track number prefix turned on the region
will be named 2_Gtr-1.1 instead. See XX for base of the region name. will be named 2_Gtr-1.1 instead. See XX for base of the region name.
</p> </p>
<p> <p>
If <dfn>Prefix take name</dfn> is selected and the <dfn>Take name</dfn> has Take1 the region If <dfn>Prefix take name</dfn> is selected and the <dfn>Take name</dfn> has Take1 the region
will have the name Take1_Gtr-1.1 instead. If both boxes are checked the name will be will have the name Take1_Gtr-1.1 instead. If both boxes are checked the name will be
Take1_2_Gtr-1.1 instead. Take1_2_Gtr-1.1 instead.
</p> </p>
<p> <p>
When <dfn>Prefix take name</dfn> is enabled, the first time a track is recorded it will When <dfn>Prefix take name</dfn> is enabled, the first time a track is recorded it will
have the specified take name. When recording is stopped, any trailing number on the have the specified take name. When recording is stopped, any trailing number on the
end of the take name will incremented by 1. If the track name specified doen't have end of the take name will incremented by 1. If the track name specified doen't have
a number on the end, the number 1 will be suffixed. a number on the end, the number 1 will be suffixed.
</p> </p>

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@ -3,31 +3,31 @@
<ol> <ol>
<li>Editing should be done without having to enter a new window</li> <li>Editing should be done without having to enter a new window</li>
<li> <li>
Editing should be able to carried out completely with the keyboard, Editing should be able to carried out completely with the keyboard,
or completely with the mouse, or with any combination of the two. or completely with the mouse, or with any combination of the two.
</li> </li>
</ol> </ol>
<p> <p>
Currently, MIDI editing is primarily restricted to note data. Other Currently, MIDI editing is primarily restricted to note data. Other
kinds of data (controller events, sysex data) are present and can be kinds of data (controller events, sysex data) are present and can be
added and deleted, but not actually edited. added and deleted, but not actually edited.
</p> </p>
<h2>Fundamentals of MIDI Editing in Ardour 3</h2> <h2>Fundamentals of MIDI Editing in Ardour 3</h2>
<p> <p>
MIDI, just like audio, exists in <dfn>regions</dfn>. MIDI regions MIDI, just like audio, exists in <dfn>regions</dfn>. MIDI regions
behave like audio regions: they can be moved, trimmed, copied (cloned), behave like audio regions: they can be moved, trimmed, copied (cloned),
or deleted. Ardour allows either editing MIDI (or audio) regions, or MIDI or deleted. Ardour allows either editing MIDI (or audio) regions, or MIDI
region content (the notes), but never both at the same time. The region content (the notes), but never both at the same time. The
<kbd>e</kbd> key (by default) toggles between <dfn>region level</dfn> <kbd>e</kbd> key (by default) toggles between <dfn>region level</dfn>
and <dfn>note level</dfn> editing, as will double-clicking on a MIDI region. and <dfn>note level</dfn> editing, as will double-clicking on a MIDI region.
</p> </p>
<p class="note"> <p class="note">
One very important thing to note: editing note information in Ardour One very important thing to note: editing note information in Ardour
occurs in only a single region. There is no way currently to edit in note occurs in only a single region. There is no way currently to edit in note
data for multiple regions at the same time, so for example you cannot select data for multiple regions at the same time, so for example you cannot select
notes in several regions and then delete them all, nor can you copy-and-paste notes in several regions and then delete them all, nor can you copy-and-paste
notes from one region to another. You can, of course, copy and paste the notes from one region to another. You can, of course, copy and paste the
region(s), just as with audio. region(s), just as with audio.
</p> </p>

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@ -1,6 +1,6 @@
<p> <p>
The following list shows <dfn>plugin packages</dfn>. In some cases, The following list shows <dfn>plugin packages</dfn>. In some cases,
a package contains just 1 or 2 plugins; in other cases, dozens. a package contains just 1 or 2 plugins; in other cases, dozens.
</p> </p>
@ -89,7 +89,7 @@
the normal software package management tool for your system. Most the normal software package management tool for your system. Most
Linux distributions that are good for audio work will have most of Linux distributions that are good for audio work will have most of
the LADSPA and LV2 plugins mentioned above available in ready-to-use the LADSPA and LV2 plugins mentioned above available in ready-to-use
forms. forms.
</p> </p>
<p> <p>
Finding them will typically require <em>searching</em> your Finding them will typically require <em>searching</em> your
@ -118,14 +118,14 @@
Linux VST (LXVST) plugins are distributed as shared library Linux VST (LXVST) plugins are distributed as shared library
files. They are typically installed in /usr/lib/lxvst, files. They are typically installed in /usr/lib/lxvst,
/usr/local/lib/lxvst or a directory mentioned in your LXVST_PATH /usr/local/lib/lxvst or a directory mentioned in your LXVST_PATH
environment variable. environment variable.
</p> </p>
<h3>OS X</h3> <h3>OS X</h3>
<p> <p>
Unless you're a particularly technical computer user, building and Unless you're a particularly technical computer user, building and
installing plugins in the LV2 (or LADSPA) format is probably not installing plugins in the LV2 (or LADSPA) format is probably not
something worth planning on. something worth planning on.
</p> </p>
<p> <p>
Most of the plugins you are likely to use on OS X will be in Apple's Most of the plugins you are likely to use on OS X will be in Apple's

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@ -1,16 +1,16 @@
<p> <p>
Every MIDI note consists of two messages, a NoteOn and a NoteOff. Each one Every MIDI note consists of two messages, a NoteOn and a NoteOff. Each one
has a note number and a channel (also a velocity, but that isn't relevant has a note number and a channel (also a velocity, but that isn't relevant
here). The MIDI standard stresses that it is invalid to send a second NoteOn here). The MIDI standard stresses that it is invalid to send a second NoteOn
for the same note number on the same channel before a NoteOff for the first for the same note number on the same channel before a NoteOff for the first
NoteOn. It is more or less impossible to do this with a physical MIDI NoteOn. It is more or less impossible to do this with a physical MIDI
controller such as a keyboard, but remarkably easy to trigger when editing controller such as a keyboard, but remarkably easy to trigger when editing
in a DAW&mdash;simply overlapping two instances of the same note will do it. in a DAW&mdash;simply overlapping two instances of the same note will do it.
</p> </p>
<p> <p>
Ardour offers many options for how to deal with instances where you overlap Ardour offers many options for how to deal with instances where you overlap
two instances of the same note. Which one to use is a per-session property two instances of the same note. Which one to use is a per-session property
and can be modified from <kbd class="menu">Session &gt; Properties &gt; Misc &gt; MIDI and can be modified from <kbd class="menu">Session &gt; Properties &gt; Misc &gt; MIDI
Options</kbd>. Options</kbd>.
</p> </p>
@ -30,11 +30,11 @@
<dd>When one note is moved to overlap another, merge them both to form one (longer) note</dd> <dd>When one note is moved to overlap another, merge them both to form one (longer) note</dd>
</dl> </dl>
<p> <p>
Changing the option in use will not retroactively make changes&mdash;it will Changing the option in use will not retroactively make changes&mdash;it will
only affect new note overlaps created while the option remains chosen. only affect new note overlaps created while the option remains chosen.
</p> </p>
<p class="warning"> <p class="warning">
Ardour does not check for note overlaps across tracks or even across regions. Ardour does not check for note overlaps across tracks or even across regions.
If you create these, it is your responsibility to deal with the consequences. If you create these, it is your responsibility to deal with the consequences.
</p> </p>

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@ -12,12 +12,12 @@
<p> <p>
<kbd class="menu">Sesson &gt; Properties &gt; Misc &gt; MIDI region copies are <kbd class="menu">Sesson &gt; Properties &gt; Misc &gt; MIDI region copies are
independent</kbd> can be used to control the default behaviour when independent</kbd> can be used to control the default behaviour when
making a copy of a MIDI region. making a copy of a MIDI region.
</p> </p>
<p> <p>
When enabled, every new copy of a MIDI When enabled, every new copy of a MIDI
region results in a copy being made of the MIDI data used by the region results in a copy being made of the MIDI data used by the
region, and the new copy of the region will refer to that data. region, and the new copy of the region will refer to that data.
</p> </p>
<p> <p>
When disabled, every new copy of a MIDI region will refer to the same When disabled, every new copy of a MIDI region will refer to the same

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@ -6,11 +6,11 @@
send(s)</dfn>, and connecting the remainder of the channel strip to the send(s)</dfn>, and connecting the remainder of the channel strip to the
<dfn>Insert return(s)</dfn>, both of which are JACK ports which are <dfn>Insert return(s)</dfn>, both of which are JACK ports which are
visible to other JACK applications.<br> visible to other JACK applications.<br>
Inserts are the JACK equivalents of normalized switching jacks on an Inserts are the JACK equivalents of normalized switching jacks on an
analog console. analog console.
</p> </p>
<p> <p>
An insert allows you to either use a special external DSP JACK An insert allows you to either use a special external DSP JACK
application that is not available as a plugin, or to splice an external application that is not available as a plugin, or to splice an external
analog piece of gear into your channel strip, such as a vintage analog piece of gear into your channel strip, such as a vintage
compressor, tube equalizer, etc. In the latter case, you would first compressor, tube equalizer, etc. In the latter case, you would first
@ -26,6 +26,6 @@
</p> </p>
<p class="note"> <p class="note">
Inserts will incur an additional JACK period of latency, which can be Inserts will incur an additional JACK period of latency, which can be
measured and compensated for during mixing, but not during tracking! measured and compensated for during mixing, but not during tracking!
</p> </p>

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@ -1,16 +1,16 @@
<p> <p>
It has never been particularly easy to move sessions or projects from one It has never been particularly easy to move sessions or projects from one
<abbr title="Digital Audio Workstation">DAW</abbr> to another. There are two <abbr title="Digital Audio Workstation">DAW</abbr> to another. There are two
<dfn>interchange standards</dfn> that have reasonably widespread support:</p> <dfn>interchange standards</dfn> that have reasonably widespread support:</p>
<ul> <ul>
<li>OMF (Open Media Framwwork), also known as OMFI. Developed and controlled <li>OMF (Open Media Framwwork), also known as OMFI. Developed and controlled
by Avid, never standardized</li> by Avid, never standardized</li>
<li>AAF (Advanced Authoring Format). Developed by a consortium of media-related <li>AAF (Advanced Authoring Format). Developed by a consortium of media-related
corporations.</li> corporations.</li>
</ul> </ul>
<p> <p>
In practice both of these standards have such complex and/or incomplete In practice both of these standards have such complex and/or incomplete
specifications that different DAWs support them only partially, specifications that different DAWs support them only partially,
differently, or not at all. differently, or not at all.
</p> </p>

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@ -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>

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@ -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>

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@ -1,10 +1,10 @@
<p> <p>
<a <a
href="http://en.wikipedia.org/wiki/Latency_%28audio%29"><dfn>Latency</dfn></a> href="http://en.wikipedia.org/wiki/Latency_%28audio%29"><dfn>Latency</dfn></a>
is a system's reaction time to a given stimulus. There are many factors that is a system's reaction time to a given stimulus. There are many factors that
contribute to the total latency of a system. In order to achieve exact time contribute to the total latency of a system. In order to achieve exact time
synchronization all sources of latency need to be taken into account and synchronization all sources of latency need to be taken into account and
compensated for. compensated for.
</p> </p>
@ -12,95 +12,95 @@
<h3>Sound propagation through the air</h3> <h3>Sound propagation through the air</h3>
<p> <p>
Since sound is a mechanical perturbation in a fluid, it travels at Since sound is a mechanical perturbation in a fluid, it travels at
comparatively slow <a href="http://en.wikipedia.org/wiki/Speed_of_sound">speed</a> comparatively slow <a href="http://en.wikipedia.org/wiki/Speed_of_sound">speed</a>
of about 340 m/s. As a consequence, your acoustic guitar or piano has a of about 340 m/s. As a consequence, your acoustic guitar or piano has a
latency of about 1&ndash;2&nbsp;ms, due to the propagation time of the sound latency of about 1&ndash;2&nbsp;ms, due to the propagation time of the sound
between your instrument and your ear. between your instrument and your ear.
</p> </p>
<h3>Digital-to-Analog and Analog-to-Digital conversion</h3> <h3>Digital-to-Analog and Analog-to-Digital conversion</h3>
<p> <p>
Electric signals travel quite fast (on the order of the speed of light), Electric signals travel quite fast (on the order of the speed of light),
so their propagation time is negligible in this context. But the conversions so their propagation time is negligible in this context. But the conversions
between the analog and digital domain take a comparatively long time to perform, between the analog and digital domain take a comparatively long time to perform,
so their contribution to the total latency may be considerable on so their contribution to the total latency may be considerable on
otherwise very low-latency systems. Conversion delay is usually below 1&nbsp;ms. otherwise very low-latency systems. Conversion delay is usually below 1&nbsp;ms.
</p> </p>
<h3>Digital Signal Processing</h3> <h3>Digital Signal Processing</h3>
<p> <p>
Digital processors tend to process audio in chunks, and the size of that chunk Digital processors tend to process audio in chunks, and the size of that chunk
depends on the needs of the algorithm and performance/cost considerations. depends on the needs of the algorithm and performance/cost considerations.
This is usually the main cause of latency when you use a computer and one you This is usually the main cause of latency when you use a computer and one you
can try to predict and optimize. can try to predict and optimize.
</p> </p>
<h3>Computer I/O Architecture</h3> <h3>Computer I/O Architecture</h3>
<p> <p>
A computer is a general purpose processor, not a digital audio processor. A computer is a general purpose processor, not a digital audio processor.
This means our audio data has to jump a lot of fences in its path from the This means our audio data has to jump a lot of fences in its path from the
outside to the CPU and back, contending in the process with some other parts outside to the CPU and back, contending in the process with some other parts
of the system vying for the same resources (CPU time, bus bandwidth, etc.) of the system vying for the same resources (CPU time, bus bandwidth, etc.)
</p> </p>
<h2>The Latency chain</h2> <h2>The Latency chain</h2>
<img src="/images/latency-chain.png" title="Latency chain" alt="Latency chain" /> <img src="/images/latency-chain.png" title="Latency chain" alt="Latency chain" />
<p> <p>
<em>Figure: Latency chain.</em> <em>Figure: Latency chain.</em>
The numbers are an example for a typical PC. With professional gear and an The numbers are an example for a typical PC. With professional gear and an
optimized system the total roundtrip latency is usually lower. The important optimized system the total roundtrip latency is usually lower. The important
point is that latency is always additive and a sum of many independent factors. point is that latency is always additive and a sum of many independent factors.
</p> </p>
<p> <p>
Processing latency is usually divided into <dfn>capture latency</dfn> (the time Processing latency is usually divided into <dfn>capture latency</dfn> (the time
it takes for the digitized audio to be available for digital processing, usually it takes for the digitized audio to be available for digital processing, usually
one audio period), and <dfn>playback latency</dfn> (the time it takes for one audio period), and <dfn>playback latency</dfn> (the time it takes for
In practice, the combination of both matters. It is called <dfn>roundtrip In practice, the combination of both matters. It is called <dfn>roundtrip
latency</dfn>: the time necessary for a certain audio event to be captured, latency</dfn>: the time necessary for a certain audio event to be captured,
processed and played back. processed and played back.
</p> </p>
<p class="note"> <p class="note">
It is important to note that processing latency in a jackd is a matter of It is important to note that processing latency in a jackd is a matter of
choice. It can be lowered within the limits imposed by the hardware (audio choice. It can be lowered within the limits imposed by the hardware (audio
device, CPU and bus speed) and audio driver. Lower latencies increase the device, CPU and bus speed) and audio driver. Lower latencies increase the
load on the system because it needs to process the audio in smaller chunks load on the system because it needs to process the audio in smaller chunks
which arrive much more frequently. The lower the latency, the more likely which arrive much more frequently. The lower the latency, the more likely
the system will fail to meet its processing deadline and the dreaded the system will fail to meet its processing deadline and the dreaded
<dfn>xrun</dfn> (short for buffer over- or under-run) will make its <dfn>xrun</dfn> (short for buffer over- or under-run) will make its
appearance more often, leaving its merry trail of clicks, pops and crackles. appearance more often, leaving its merry trail of clicks, pops and crackles.
</p> </p>
<p> <p>
The digital I/O latency is usually negligible for integrated or The digital I/O latency is usually negligible for integrated or
<abbr title="Periphal Component Interface">PCI</abbr> audio devices, but <abbr title="Periphal Component Interface">PCI</abbr> audio devices, but
for USB or FireWire interfaces the bus clocking and buffering can add some for USB or FireWire interfaces the bus clocking and buffering can add some
milliseconds. milliseconds.
</p> </p>
<h2>Low Latency usecases</h2> <h2>Low Latency usecases</h2>
<p> <p>
Low latency is <strong>not</strong> always a feature you want to have. It Low latency is <strong>not</strong> always a feature you want to have. It
comes with a couple of drawbacks: the most prominent is increased power comes with a couple of drawbacks: the most prominent is increased power
consumption because the CPU needs to process many small chunks of audio data, consumption because the CPU needs to process many small chunks of audio data,
it is constantly active and can not enter power-saving mode (think fan-noise). it is constantly active and can not enter power-saving mode (think fan-noise).
Since each application that is part of the signal chain must run in every Since each application that is part of the signal chain must run in every
audio cycle, low-latency systems will undergo<dfn>context switches</dfn> audio cycle, low-latency systems will undergo<dfn>context switches</dfn>
between applications more often, which incur a significant overhead. between applications more often, which incur a significant overhead.
This results in a much higher system load and an increased chance of xruns. This results in a much higher system load and an increased chance of xruns.
</p> </p>
<p> <p>
For a few applications, low latency is critical: For a few applications, low latency is critical:
</p> </p>
<h3>Playing virtual instruments</h3> <h3>Playing virtual instruments</h3>
<p> <p>
A large delay between the pressing of the keys and the sound the instrument A large delay between the pressing of the keys and the sound the instrument
produces will throw-off the timing of most instrumentalists (save church produces will throw-off the timing of most instrumentalists (save church
organists, whom we believe to be awesome latency-compensation organic systems.) organists, whom we believe to be awesome latency-compensation organic systems.)
</p> </p>
<h3>Software audio monitoring</h3> <h3>Software audio monitoring</h3>
<p> <p>
If a singer is hearing her own voice through two different paths, her head If a singer is hearing her own voice through two different paths, her head
bones and headphones, even small latencies can be very disturbing and bones and headphones, even small latencies can be very disturbing and
manifest as a tinny, irritating sound. manifest as a tinny, irritating sound.
</p> </p>
@ -109,69 +109,69 @@
Low latency is important when using the computer as an effect rack for Low latency is important when using the computer as an effect rack for
inline effects such as compression or EQ. For reverbs, slightly higher inline effects such as compression or EQ. For reverbs, slightly higher
latency might be tolerable, if the direct sound is not routed through the latency might be tolerable, if the direct sound is not routed through the
computer. computer.
</p> </p>
<h3>Live mixing</h3> <h3>Live mixing</h3>
<p> <p>
Some sound engineers use a computer for mixing live performances. Some sound engineers use a computer for mixing live performances.
Basically that is a combination of the above: monitoring on stage, Basically that is a combination of the above: monitoring on stage,
effects processing and EQ. effects processing and EQ.
</p> </p>
<p> <p>
In many other cases, such as playback, recording, overdubbing, mixing, In many other cases, such as playback, recording, overdubbing, mixing,
mastering, etc. latency is not important, since it can easily be mastering, etc. latency is not important, since it can easily be
compensated for.<br> compensated for.<br>
To explain that statement: During mixing or mastering you don&#039;t care To explain that statement: During mixing or mastering you don&#039;t care
if it takes 10ms or 100ms between the instant you press the play button if it takes 10ms or 100ms between the instant you press the play button
and sound coming from the speaker. The same is true when recording with a count in. and sound coming from the speaker. The same is true when recording with a count in.
</p> </p>
<h2>Latency compensation</h2> <h2>Latency compensation</h2>
<p> <p>
During tracking it is important that the sound that is currently being During tracking it is important that the sound that is currently being
played back is internally aligned with the sound that is being recorded. played back is internally aligned with the sound that is being recorded.
</p> </p>
<p> <p>
This is where latency-compensation comes into play. There are two ways to This is where latency-compensation comes into play. There are two ways to
compensate for latency in a DAW, <dfn>read-ahead</dfn> and compensate for latency in a DAW, <dfn>read-ahead</dfn> and
<dfn>write-behind</dfn>. The DAW starts playing a bit early (relative to <dfn>write-behind</dfn>. The DAW starts playing a bit early (relative to
the playhead), so that when the sound arrives at the speakers a short time the playhead), so that when the sound arrives at the speakers a short time
later, it is exactly aligned with the material that is being recorded. later, it is exactly aligned with the material that is being recorded.
Since we know that play-back has latency, the incoming audio can be delayed Since we know that play-back has latency, the incoming audio can be delayed
by the same amount to line things up again. by the same amount to line things up again.
</p> </p>
<p> <p>
As you may see, the second approach is prone to various implementation As you may see, the second approach is prone to various implementation
issues regarding timecode and transport synchronization. Ardour uses read-ahead issues regarding timecode and transport synchronization. Ardour uses read-ahead
to compensate for latency. The time displayed in the Ardour clock corresponds to compensate for latency. The time displayed in the Ardour clock corresponds
to the audio-signal that you hear on the speakers (and is not where Ardour to the audio-signal that you hear on the speakers (and is not where Ardour
reads files from disk). reads files from disk).
</p> </p>
<p> <p>
As a side note, this is also one of the reasons why many projects start at As a side note, this is also one of the reasons why many projects start at
timecode <samp>01:00:00:00</samp>. When compensating for output latency the timecode <samp>01:00:00:00</samp>. When compensating for output latency the
DAW will need to read data from before the start of the session, so that the DAW will need to read data from before the start of the session, so that the
audio arrives in time at the output when the timecode hits <samp>01:00:00:00</samp>. audio arrives in time at the output when the timecode hits <samp>01:00:00:00</samp>.
Ardour3 does handle the case of <samp>00:00:00:00</samp> properly but not all Ardour3 does handle the case of <samp>00:00:00:00</samp> properly but not all
systems/software/hardware that you may inter-operate with may behave the same. systems/software/hardware that you may inter-operate with may behave the same.
</p> </p>
<h2>Latency Compensation And Clock Sync</h2> <h2>Latency Compensation And Clock Sync</h2>
<p> <p>
To achieve sample accurate timecode synchronization, the latency introduced To achieve sample accurate timecode synchronization, the latency introduced
by the audio setup needs to be known and compensated for. by the audio setup needs to be known and compensated for.
</p> </p>
<p> <p>
In order to compensate for latency, JACK or JACK applications need to know In order to compensate for latency, JACK or JACK applications need to know
exactly how long a certain signal needs to be read-ahead or delayed: exactly how long a certain signal needs to be read-ahead or delayed:
</p> </p>
<img src="/images/jack-latency-excerpt.png" title="Jack Latency Compensation" alt="Jack Latency Compensation" /> <img src="/images/jack-latency-excerpt.png" title="Jack Latency Compensation" alt="Jack Latency Compensation" />
<p> <p>
<em>Figure: Jack Latency Compensation.</em> <em>Figure: Jack Latency Compensation.</em>
</p> </p>
<p> <p>
In the figure above, clients A and B need to be able to answer the following In the figure above, clients A and B need to be able to answer the following
two questions: two questions:
</p> </p>
<ul> <ul>
@ -186,48 +186,48 @@
</ul> </ul>
<p> <p>
JACK features an <abbr title="Application Programming Interface">API</abbr> JACK features an <abbr title="Application Programming Interface">API</abbr>
that allows applications to determine the answers to above questions. that allows applications to determine the answers to above questions.
However JACK can not know about the additional latency that is introduced However JACK can not know about the additional latency that is introduced
by the computer architecture, operating system and soundcard. These values by the computer architecture, operating system and soundcard. These values
can be specified by the JACK command line parameters <kbd class="input">-I</kbd> can be specified by the JACK command line parameters <kbd class="input">-I</kbd>
and <kbd class="input">-O</kbd> and vary from system and <kbd class="input">-O</kbd> and vary from system
to system but are constant on each. On a general purpose computer system to system but are constant on each. On a general purpose computer system
the only way to accurately learn about the total (additional) latency is to the only way to accurately learn about the total (additional) latency is to
measure it. measure it.
</p> </p>
<h2>Calibrating JACK Latency</h2> <h2>Calibrating JACK Latency</h2>
<p> <p>
Linux DSP guru Fons Adriaensen wrote a tool called <dfn>jack_delay</dfn> Linux DSP guru Fons Adriaensen wrote a tool called <dfn>jack_delay</dfn>
to accurately measure the roundtrip latency of a closed loop audio chain, to accurately measure the roundtrip latency of a closed loop audio chain,
with sub-sample accuracy. JACK itself includes a variant of this tool with sub-sample accuracy. JACK itself includes a variant of this tool
called <dfn>jack_iodelay</dfn>. called <dfn>jack_iodelay</dfn>.
</p> </p>
<p> <p>
Jack_iodelay allows you to measure the total latency of the system, Jack_iodelay allows you to measure the total latency of the system,
subtracts the known latency of JACK itself and suggests values for subtracts the known latency of JACK itself and suggests values for
jackd's audio-backend parameters. jackd's audio-backend parameters.
</p> </p>
<p> <p>
jack_[io]delay works by emitting some rather annoying tones, capturing jack_[io]delay works by emitting some rather annoying tones, capturing
them again after a round trip through the whole chain, and measuring the them again after a round trip through the whole chain, and measuring the
difference in phase so it can estimate with great accuracy the time taken. difference in phase so it can estimate with great accuracy the time taken.
</p> </p>
<p> <p>
You can close the loop in a number of ways: You can close the loop in a number of ways:
</p> </p>
<ul> <ul>
<li> <li>
Putting a speaker close to a microphone. This is rarely done, as air Putting a speaker close to a microphone. This is rarely done, as air
propagation latency is well known so there is no need to measure it. propagation latency is well known so there is no need to measure it.
</li> </li>
<li> <li>
Connecting the output of your audio interface to its input using a Connecting the output of your audio interface to its input using a
patch cable. This can be an analog or a digital loop, depending on patch cable. This can be an analog or a digital loop, depending on
the nature of the input/output you use. A digital loop will not factor the nature of the input/output you use. A digital loop will not factor
in the <abbr title="Analog to Digital, Digital to Analog">AD/DA</abbr> in the <abbr title="Analog to Digital, Digital to Analog">AD/DA</abbr>
converter latency. converter latency.
</li> </li>
</ul> </ul>

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@ -1,34 +1,34 @@
<p> <p>
In the days of analog tape recording, the routing of monitor signals was In the days of analog tape recording, the routing of monitor signals was
performed with relays and other analog audio switching devices. Digital performed with relays and other analog audio switching devices. Digital
recorders have the same feature, but may impart some recorders have the same feature, but may impart some
<a <a
href="/synchronization/latency-and-latency-compensation/"><dfn>latency</dfn></a> href="/synchronization/latency-and-latency-compensation/"><dfn>latency</dfn></a>
(delay) between the time you make a noise and the time that you hear it (delay) between the time you make a noise and the time that you hear it
come back from the recorder. come back from the recorder.
</p> </p>
<p> <p>
The latency of <em>any</em> conversion from analog to digital and back to The latency of <em>any</em> conversion from analog to digital and back to
analog is about 1.5&ndash;2&nbsp;ms. Some musicians claim that even the analog is about 1.5&ndash;2&nbsp;ms. Some musicians claim that even the
basic <abbr title="Analog to Digital to Analog">A/D/A</abbr> conversion basic <abbr title="Analog to Digital to Analog">A/D/A</abbr> conversion
time is objectionable. However even acoustic instruments such as the piano time is objectionable. However even acoustic instruments such as the piano
can have approximately 3&nbsp;ms of latency, due to the time the sound can have approximately 3&nbsp;ms of latency, due to the time the sound
takes to travel from the instrument to the musician's ears. Latency below takes to travel from the instrument to the musician's ears. Latency below
5&nbsp;ms should be suitable for a professional recording setup. Because 5&nbsp;ms should be suitable for a professional recording setup. Because
2&nbsp;ms are already used in the A/D/A process, you must use extremely low 2&nbsp;ms are already used in the A/D/A process, you must use extremely low
<dfn>buffer sizes</dfn> in your workstation <abbr title="Input/Output">I/O</abbr> <dfn>buffer sizes</dfn> in your workstation <abbr title="Input/Output">I/O</abbr>
setup to keep the overall latency below 5ms. Not all setup to keep the overall latency below 5ms. Not all
<a href="@@the-right-computer-system-for-digital-audio">computer audio systems</a> <a href="@@the-right-computer-system-for-digital-audio">computer audio systems</a>
are able to work reliably at such low buffer sizes. are able to work reliably at such low buffer sizes.
</p> </p>
<p> <p>
For this reason it is sometimes best to route the monitor signal For this reason it is sometimes best to route the monitor signal
through an external mixing console while recording, an approach taken by through an external mixing console while recording, an approach taken by
most if not all professional recording studios. Many computer I/O devices most if not all professional recording studios. Many computer I/O devices
have a hardware mixer built in which can route the monitor signal "around" have a hardware mixer built in which can route the monitor signal "around"
the computer, avoiding the systemlatency.<br> the computer, avoiding the systemlatency.<br>
In either case, the monitoring hardware may be digital or analog. And in In either case, the monitoring hardware may be digital or analog. And in
the digital case you will still have the A-D-A conversion latency of the digital case you will still have the A-D-A conversion latency of
1&ndash;2&nbsp;ms. 1&ndash;2&nbsp;ms.
</p> </p>

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@ -7,17 +7,17 @@ alt="Track layering menu" />
<dfn>overlaid</dfn> in the editor window, to save vertical space. <dfn>overlaid</dfn> in the editor window, to save vertical space.
</p> </p>
<p> <p>
However, this display mode can be confusing for tracks with many overdubs, However, this display mode can be confusing for tracks with many overdubs,
because its not obvious in which order the overdubs are layered. Although because its not obvious in which order the overdubs are layered. Although
there are other methods of moving particular regions to the top of an there are other methods of moving particular regions to the top of an
overlapping set, and although Ardour also has playlists to let you manage overlapping set, and although Ardour also has playlists to let you manage
<a href="@@playlist-usecases">takes</a> a bit more <a href="@@playlist-usecases">takes</a> a bit more
efficiently than just continually layering, efficiently than just continually layering,
there are times when being able to clearly see all regions in a track without there are times when being able to clearly see all regions in a track without
any overlaps is reassuring and useful. any overlaps is reassuring and useful.
</p> </p>
<p> <p>
Here is an image of a track with a rather drastic overdub situation, Here is an image of a track with a rather drastic overdub situation,
viewed in normal <dfn>overlaid mode</dfn>: viewed in normal <dfn>overlaid mode</dfn>:
</p> </p>
<img src="/images/a3_overlaps_layered.png" alt="overlapping regions in overlaid mode" /> <img src="/images/a3_overlaps_layered.png" alt="overlapping regions in overlaid mode" />
@ -29,13 +29,13 @@ alt="Track layering menu" />
</p> </p>
<img src="/images/a3_layers_stacked.png" alt="overlapping regions in stacked mode" /> <img src="/images/a3_layers_stacked.png" alt="overlapping regions in stacked mode" />
<p> <p>
You can still move regions around as usual, and in fact you can You can still move regions around as usual, and in fact you can
even drag them so that they overlay each again, but when you even drag them so that they overlay each again, but when you
release the mouse button, things will flip back to them all being release the mouse button, things will flip back to them all being
stacked cleanly. The number of <dfn>lanes</dfn> for the track is determined by stacked cleanly. The number of <dfn>lanes</dfn> for the track is determined by
the maximum number of regions existing in any one spot throughout the maximum number of regions existing in any one spot throughout
the track, so if you have really stacked up 10 overdubs in one spot, the track, so if you have really stacked up 10 overdubs in one spot,
you'll end up with 10 lanes. Obviously, using a large track height you'll end up with 10 lanes. Obviously, using a large track height
works much better for this than a small one. works much better for this than a small one.
</p> </p>

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@ -2,13 +2,13 @@
<img src="/images/a4_session_properties_locations.png" alt="session properties locations tab"/> <img src="/images/a4_session_properties_locations.png" alt="session properties locations tab"/>
<p> <p>
These options add file locations that will be searched to find the audio and These options add file locations that will be searched to find the audio and
midi files used by the session. This is useful when the files have been midi files used by the session. This is useful when the files have been
imported into the session but not copied into the session. imported into the session but not copied into the session.
</p> </p>
<p> <p>
To add a location, navigate to the directory where the files are stored. To add a location, navigate to the directory where the files are stored.
Drill down into the directory and then click open. The directory will Drill down into the directory and then click open. The directory will
show up in the dialog. The remove button next to the added directory can be used show up in the dialog. The remove button next to the added directory can be used
to remove it from the search path. to remove it from the search path.

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@ -1,7 +1,7 @@
<p> <p>
All plugin control widgets, whether they are created by Ardour or All plugin control widgets, whether they are created by Ardour or
by the plugin, have a common set of controls at the top of the window. by the plugin, have a common set of controls at the top of the window.
These include 4 controls for managing <dfn>plugin presets</dfn>. These include 4 controls for managing <dfn>plugin presets</dfn>.
</p> </p>
@ -10,55 +10,55 @@
<h2>What Is a Plugin Preset?</h2> <h2>What Is a Plugin Preset?</h2>
<p> <p>
A <dfn>preset</dfn> for a plugin is simply a saved set of values for A <dfn>preset</dfn> for a plugin is simply a saved set of values for
all of a plugin's parameters. If you load a preset, you are restoring all of a plugin's parameters. If you load a preset, you are restoring
all the parameters of that plugin to the values stored in the preset. all the parameters of that plugin to the values stored in the preset.
This is an easy, fast way to manage your preferred settings for This is an easy, fast way to manage your preferred settings for
particular plugins. particular plugins.
</p> </p>
<h2>The Preset Selector</h2> <h2>The Preset Selector</h2>
<p> <p>
The <dfn>preset selector</dfn> is a regular selector that can be The <dfn>preset selector</dfn> is a regular selector that can be
clicked to display a list of all known presets for this plugin. This clicked to display a list of all known presets for this plugin. This
will include presets that you have created yourself, and for some will include presets that you have created yourself, and for some
plugin formats, presets that come with the plugin itself. plugin formats, presets that come with the plugin itself.
</p> </p>
<h2>Load a New Preset</h2> <h2>Load a New Preset</h2>
<p> <p>
Click on the preset selector to pop up a menu showing the names of Click on the preset selector to pop up a menu showing the names of
all available presets. Click on the name of the preset you wish to load. all available presets. Click on the name of the preset you wish to load.
The preset will be loaded&mdash;you may see various controls in the The preset will be loaded&mdash;you may see various controls in the
plugin editor change to reflect the new value of some or all parameters. plugin editor change to reflect the new value of some or all parameters.
</p> </p>
<h2>Create a Preset</h2> <h2>Create a Preset</h2>
<p> <p>
To save the current plugin settings as a new preset, click on the To save the current plugin settings as a new preset, click on the
<kbd class="menu">Add</kbd> button at the top of the window. A dialog <kbd class="menu">Add</kbd> button at the top of the window. A dialog
will appear to ask for the name of the preset. will appear to ask for the name of the preset.
</p> </p>
<h2>Save a Preset</h2> <h2>Save a Preset</h2>
<p> <p>
If you wish to modify the settings in an existing preset, first use If you wish to modify the settings in an existing preset, first use
the preset selector to load the preset, then adjust the settings as the preset selector to load the preset, then adjust the settings as
you wish. When done, click the <kbd class="menu">Save</kbd> button you wish. When done, click the <kbd class="menu">Save</kbd> button
and the new values will be stored, overwriting the previous version and the new values will be stored, overwriting the previous version
of this preset. of this preset.
</p> </p>
<h2>Delete a preset</h2> <h2>Delete a preset</h2>
<p> <p>
To delete an existing preset, use the preset selector to load the preset. To delete an existing preset, use the preset selector to load the preset.
Click the <kbd class="menu">Delete</kbd> button, and the preset will be Click the <kbd class="menu">Delete</kbd> button, and the preset will be
removed. The preset selector turn blank, showing that no preset is removed. The preset selector turn blank, showing that no preset is
currently loaded (although the settings will stay as they were). currently loaded (although the settings will stay as they were).
</p> </p>

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@ -8,8 +8,8 @@
<ul> <ul>
<li> <li>
<dfn>Sample format</dfn> defaults to 32-bit floating point, the same as <dfn>Sample format</dfn> defaults to 32-bit floating point, the same as
the internal representation. 24 and 16-bit integer representation are the internal representation. 24 and 16-bit integer representation are
also available. also available.
</li> </li>
<li> <li>

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@ -1,4 +1,4 @@
<p> <p>
Sessions can have various items of metadata attached to them, via <kbd class ="menu">Session &gt; Metadata &gt; Edit Metadata&hellip;</kbd> and <kbd class ="menu">Session &gt; Metadata &gt; Import Metadata&hellip;</kbd>. Sessions can have various items of metadata attached to them, via <kbd class ="menu">Session &gt; Metadata &gt; Edit Metadata&hellip;</kbd> and <kbd class ="menu">Session &gt; Metadata &gt; Import Metadata&hellip;</kbd>.
</p> </p>

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@ -1,7 +1,7 @@
<p> <p>
The meters from audio tracks always display in the <dfn>Meterbridge</dfn>. The meters from audio tracks always display in the <dfn>Meterbridge</dfn>.
This tab changes what additional controls are also displayed. This tab changes what additional controls are also displayed.
</p> </p>
<img src="/images/a4_session_properties_meterbridge.png" alt="session properties meterbridge tab"/> <img src="/images/a4_session_properties_meterbridge.png" alt="session properties meterbridge tab"/>

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@ -1,37 +1,37 @@
<h2>Introduction</h2> <h2>Introduction</h2>
<p> <p>
An engineer reading and using audio level meters compares to a musician An engineer reading and using audio level meters compares to a musician
reading or writing sheet-music. Just like there are virtuoso musicians reading or writing sheet-music. Just like there are virtuoso musicians
who can't read a single note, there are great sound-engineers who just who can't read a single note, there are great sound-engineers who just
go by their ears and produce great mixes and masters without ever looking go by their ears and produce great mixes and masters without ever looking
at a single meter. at a single meter.
</p> </p>
<p> <p>
Yet, if you want to work in or with the broadcast industry, it is Yet, if you want to work in or with the broadcast industry, it is
usually unavoidable to use meters. usually unavoidable to use meters.
</p> </p>
<p> <p>
Audio level meters are very powerful tools that are useful in every Audio level meters are very powerful tools that are useful in every
part of the entire production chain: part of the entire production chain:
</p> </p>
<ul> <ul>
<li>When tracking, meters are used to ensure that the input <li>When tracking, meters are used to ensure that the input
signal does not <dfn>overload</dfn> and maintains reasonable signal does not <dfn>overload</dfn> and maintains reasonable
<dfn>headroom</dfn>.</li> <dfn>headroom</dfn>.</li>
<li>Meters offer a <dfn>quick visual indication</dfn> of a <li>Meters offer a <dfn>quick visual indication</dfn> of a
activity when working with a large number of tracks.</li> activity when working with a large number of tracks.</li>
<li>During mixing, meters provide an rough estimate of the <li>During mixing, meters provide an rough estimate of the
<dfn>loudness</dfn> of each track.</li> <dfn>loudness</dfn> of each track.</li>
<li>At the mastering stage, meters are used to check <li>At the mastering stage, meters are used to check
compliance with upstream <dfn>level</dfn> and <dfn>loudness compliance with upstream <dfn>level</dfn> and <dfn>loudness
standards</dfn> and to optimize the <dfn>loudness range</dfn> standards</dfn> and to optimize the <dfn>loudness range</dfn>
for a given medium.</li> for a given medium.</li>
</ul> </ul>
<h2>Meter Types</h2> <h2>Meter Types</h2>
<p> <p>
A general treatise on metering is beyond the scope of this A general treatise on metering is beyond the scope of this
manual. It is a complex subject with a history&hellip; manual. It is a complex subject with a history&hellip;
For background information and further reading we recommend: For background information and further reading we recommend:
</p> </p>
@ -48,25 +48,25 @@
<dl> <dl>
<dt>Digital peak-meter</dt> <dt>Digital peak-meter</dt>
<dd>A <dfn>Digital Peak Meter</dfn> displays the absolute maximum signal <dd>A <dfn>Digital Peak Meter</dfn> displays the absolute maximum signal
of the raw audio PCM signal (for a given time). It is commonly used when of the raw audio PCM signal (for a given time). It is commonly used when
tracking to make sure the recorded audio never clips. To that end, DPMs tracking to make sure the recorded audio never clips. To that end, DPMs
are always calibrated to 0&nbsp;<abbr title="DeciBel Full are always calibrated to 0&nbsp;<abbr title="DeciBel Full
Scale">dBFS</abbr>, or the maximum level that can be represented digitally Scale">dBFS</abbr>, or the maximum level that can be represented digitally
in a given system. This value has no musical reason whatsoever and depends in a given system. This value has no musical reason whatsoever and depends
only on the properties of the signal chain or target medium. There are only on the properties of the signal chain or target medium. There are
conventions for <dfn>fall-off-time</dfn> and <dfn>peak-hold</dfn>, but no conventions for <dfn>fall-off-time</dfn> and <dfn>peak-hold</dfn>, but no
exact specifications. exact specifications.
<p> <p>
Various conventions for DPM fall-off times and dBFS line-up level can be Various conventions for DPM fall-off times and dBFS line-up level can be
chosen in <kbd class="menu">Edit &gt; Preferences &gt; GUI</kbd>. chosen in <kbd class="menu">Edit &gt; Preferences &gt; GUI</kbd>.
</p> </p>
</dd> </dd>
<dt>RMS meters</dt> <dt>RMS meters</dt>
<dd>An <dfn><abbr title="Root Mean Square">RMS</abbr>-type meter</dfn> <dd>An <dfn><abbr title="Root Mean Square">RMS</abbr>-type meter</dfn>
is an averaging meter that looks at the energy in the signal. It is an averaging meter that looks at the energy in the signal. It
provides a general indication of loudness as perceived by humans. Ardour provides a general indication of loudness as perceived by humans. Ardour
features three RMS meters, all of which offer additonal peak indication. features three RMS meters, all of which offer additonal peak indication.
<ul> <ul>
<li><dfn>K20</dfn>: A meter according to the K-system introduced by Bob <li><dfn>K20</dfn>: A meter according to the K-system introduced by Bob
@ -80,36 +80,36 @@
</dd> </dd>
<dt>IEC PPMs</dt> <dt>IEC PPMs</dt>
<dd><dfn><abbr title="International Electrontechnical Commission">IEC</abbr>-type <dd><dfn><abbr title="International Electrontechnical Commission">IEC</abbr>-type
<abbr title="Peak Programme Meters">PPM</abbr>s</dfn> are a mix between DPMs and <abbr title="Peak Programme Meters">PPM</abbr>s</dfn> are a mix between DPMs and
RMS meters, created mainly for the purpose of RMS meters, created mainly for the purpose of
interoperability. Many national and institutional varieties exist (<abbr interoperability. Many national and institutional varieties exist (<abbr
title="European Broadcasting Union">EBU</abbr>, <abbr title="British Broadcasting title="European Broadcasting Union">EBU</abbr>, <abbr title="British Broadcasting
Corporation">BBC</abbr>, <abbr title="Deutsche Industrie-Norm">DIN</abbr>). Corporation">BBC</abbr>, <abbr title="Deutsche Industrie-Norm">DIN</abbr>).
<p> <p>
These loudness and metering standards provide a common point of These loudness and metering standards provide a common point of
reference which is used by broadcasters in particular so that the reference which is used by broadcasters in particular so that the
interchange of material is uniform across their sphere of influence, interchange of material is uniform across their sphere of influence,
regardless of the equipment used to play it back. regardless of the equipment used to play it back.
</p> </p>
<p> <p>
For home recording, there is no real need for this level of For home recording, there is no real need for this level of
interoperability, and these meters are only strictly required when interoperability, and these meters are only strictly required when
working in or with the broadcast industry. However, IEC-type meters have working in or with the broadcast industry. However, IEC-type meters have
certain characteristics (rise-time, ballistics) that make them useful certain characteristics (rise-time, ballistics) that make them useful
outside the context of broadcast. outside the context of broadcast.
</p> </p>
<p> <p>
Their specification is very exact, and consquently, there are no Their specification is very exact, and consquently, there are no
customizable parameters. customizable parameters.
</p> </p>
</dd> </dd>
<dt>VU meters</dt> <dt>VU meters</dt>
<dd><dfn><abbr title="Volume Unit">VU</abbr> meters</dfn> are the dinosaurs (1939) <dd><dfn><abbr title="Volume Unit">VU</abbr> meters</dfn> are the dinosaurs (1939)
amongst the meters. They react very slowly, averaging out peaks. amongst the meters. They react very slowly, averaging out peaks.
Their specification is very strict (300ms rise-time, 1&ndash;1.5% overshoot, Their specification is very strict (300ms rise-time, 1&ndash;1.5% overshoot,
flat frequency response). Ardour's VU meter adheres to that spec, but for flat frequency response). Ardour's VU meter adheres to that spec, but for
visual consistency it is displayed as a bar-graph rather than needle-style visual consistency it is displayed as a bar-graph rather than needle-style
(more below). (more below).
</dd> </dd>
@ -130,8 +130,8 @@
</ul> </ul>
<p> <p>
They all share the same configuration and color-theme which is available in They all share the same configuration and color-theme which is available in
preferences and the theme-manager. Settings for the Peak and RMS+Peak meters preferences and the theme-manager. Settings for the Peak and RMS+Peak meters
as well as VU meter standards are found in as well as VU meter standards are found in
<kbd class="menu">Edit &gt; Preferences &gt; GUI &gt; Metering</kbd>. <kbd class="menu">Edit &gt; Preferences &gt; GUI &gt; Metering</kbd>.
</p> </p>
<p> <p>
@ -143,7 +143,7 @@
</p> </p>
<img class="right" src="/images/meter-preferences.png" alt="" /> <img class="right" src="/images/meter-preferences.png" alt="" />
<p> <p>
Regardless of meter type and standard the meter display will highlight red if Regardless of meter type and standard the meter display will highlight red if
the signal on the given channel exceeds the configured peak threshold. the signal on the given channel exceeds the configured peak threshold.
</p> </p>
<p> <p>
@ -156,7 +156,7 @@
<h2>Overview of meter types</h2> <h2>Overview of meter types</h2>
<p> <p>
The figure on the left shows all available meter-types in Ardour 3.4 when fed with a The figure on the left shows all available meter-types in Ardour 3.4 when fed with a
-18&nbsp;dBFS 1&nbsp;kHz sine wave. -18&nbsp;dBFS 1&nbsp;kHz sine wave.
</p> </p>
@ -166,7 +166,7 @@ alt="Needle-style meters as external LV2 plugins" />
alt="Bar-graph meters in Ardour" /> alt="Bar-graph meters in Ardour" />
<p> <p>
Due to layout concerns and consistent look&amp;feel all meters available in Due to layout concerns and consistent look&amp;feel all meters available in
Ardour itself are bar-graph type meters. Corresponding needle-style Ardour itself are bar-graph type meters. Corresponding needle-style
meters&mdash;which take up more visual screen space&mdash;are available as meters&mdash;which take up more visual screen space&mdash;are available as
LV2 plugins (see image on the right): LV2 plugins (see image on the right):

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@ -4,7 +4,7 @@ JACK you use. The world divides into:
<dl> <dl>
<dt>Systems using JACK 1, versions 0.124 or later</dt> <dt>Systems using JACK 1, versions 0.124 or later</dt>
<dd>On these systems, just start JACK with <dd>On these systems, just start JACK with
the <code>-X alsa_midi</code> server argument. To support legacy control the <code>-X alsa_midi</code> server argument. To support legacy control
applications, you can also use the -X seq argument to the ALSA applications, you can also use the -X seq argument to the ALSA
backend of JACK and get the exact same results.</dd> backend of JACK and get the exact same results.</dd>
@ -14,7 +14,7 @@ JACK you use. The world divides into:
of these options is not acceptable. of these options is not acceptable.
</dd> </dd>
</dl> </dl>
<h2>a2jmidid</h2> <h2>a2jmidid</h2>
<p> <p>
<dfn>a2jmidid</dfn> is an application that bridges between the system <dfn>a2jmidid</dfn> is an application that bridges between the system

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@ -1,4 +1,4 @@
<p> <p>
In order for CoreMIDI to work with Jack MIDI, a CoreMIDI-to-JACK-MIDI In order for CoreMIDI to work with Jack MIDI, a CoreMIDI-to-JACK-MIDI
<dfn>bridge</dfn> <dfn>bridge</dfn>
@ -10,8 +10,8 @@
<h3>Inside Ardour</h3> <h3>Inside Ardour</h3>
<p> <p>
MIDI ports show up in Ardour's MIDI connection matrix in multiple MIDI ports show up in Ardour's MIDI connection matrix in multiple
locations. Bridged CoreMIDI ports as well as JACK MIDI ports that have locations. Bridged CoreMIDI ports as well as JACK MIDI ports that have
been created by other software clients will show up under the "Other" tab. been created by other software clients will show up under the "Other" tab.
Bridged CoreMIDI hardware ports show up under the "Hardware" tab. Bridged CoreMIDI hardware ports show up under the "Hardware" tab.
</p> </p>

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@ -9,7 +9,7 @@ lighting conditions based on a specific position on the timeline.
</p> </p>
<p> <p>
Each change from one scene to another is represented by a marker in Each change from one scene to another is represented by a marker in
the "Marker" bar. the "Marker" bar.
</p> </p>
<p> <p>
Technically, scene changes are delivered as a combination of bank and Technically, scene changes are delivered as a combination of bank and
@ -27,7 +27,7 @@ wish to record.
<p> <p>
Whenever the global record enable button is engaged and Ardour's Whenever the global record enable button is engaged and Ardour's
transport is rolling, a new marker will be created for each scene transport is rolling, a new marker will be created for each scene
change message received via the "Scene In" port. change message received via the "Scene In" port.
</p> </p>
<p> <p>
If 2 different scene changes are received within a certain time If 2 different scene changes are received within a certain time

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@ -1,34 +1,34 @@
<p>A typical <dfn>MIDI track header</dfn> looks like this:</p> <p>A typical <dfn>MIDI track header</dfn> looks like this:</p>
<img src="/images/typical-midi-track-controls.png" alt="midi track controls" <img src="/images/typical-midi-track-controls.png" alt="midi track controls"
/> />
<p> <p>
To see the full set of MIDI track controls, you need to increase the To see the full set of MIDI track controls, you need to increase the
<a href="@@track-height">track height</a> <a href="@@track-height">track height</a>
beyond the default. MIDI tracks show only a few of the control elements beyond the default. MIDI tracks show only a few of the control elements
when there is insufficient vertical space. when there is insufficient vertical space.
</p> </p>
<p> <p>
A MIDI track has the same basic A MIDI track has the same basic
<a href="@@audio-track-controls">controls as an audio track</a>, <a href="@@audio-track-controls">controls as an audio track</a>,
with the addition of two extra elements. The set of buttons below the main track with the addition of two extra elements. The set of buttons below the main track
controls the <dfn>MIDI channel</dfn>(s) that will be visible in the editor. A MIDI track's controls the <dfn>MIDI channel</dfn>(s) that will be visible in the editor. A MIDI track's
data may span any number of the 16 available MIDI channels, and sometimes it is data may span any number of the 16 available MIDI channels, and sometimes it is
useful to view only a subset of those channels; different instruments may, useful to view only a subset of those channels; different instruments may,
for example, be put on different channels. Clicking on a channel number toggles for example, be put on different channels. Clicking on a channel number toggles
its visibility. its visibility.
</p> </p>
<p> <p>
To the right of the MIDI track controls is a representation of a piano keyboard To the right of the MIDI track controls is a representation of a piano keyboard
called the <dfn>scroomer</dfn>. This performs a couple of functions. called the <dfn>scroomer</dfn>. This performs a couple of functions.
The scrollbar controls the range of pitches that are visible on the The scrollbar controls the range of pitches that are visible on the
track, as visualized by the piano keyboard.<br> track, as visualized by the piano keyboard.<br>
Drag the body of the scrollbar up and down to display higher or lower Drag the body of the scrollbar up and down to display higher or lower
pitches.<br> pitches.<br>
Drag the scrollbar handles to zooms in and out and increase and decrease the Drag the scrollbar handles to zooms in and out and increase and decrease the
range of visible pitches.<br> range of visible pitches.<br>
clicking on the piano plays the corresponding MIDI note for reference. clicking on the piano plays the corresponding MIDI note for reference.
</p> </p>
<p> <p>
To edit the contents of a MIDI track see <a href="@@edit-midi">Edit To edit the contents of a MIDI track see <a href="@@edit-midi">Edit

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@ -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>
@ -281,9 +292,10 @@
</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>
@ -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>

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@ -1,10 +1,11 @@
<p> <p>
A <a href="/files/a3_mnemonic_cheat_sheet_osx.pdf">printable cheat sheet</a> A <a href="/files/a3_mnemonic_cheat_sheet_osx.pdf">printable cheat sheet</a>
for these bindings is available for download. for these bindings is available for download.
</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>

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@ -1,36 +1,36 @@
<p>Ardour has three main settings which affect how <p>Ardour has three main settings which affect how
monitoring is performed. The first is monitoring is performed. The first is
<kbd class="menu">Edit &gt; Preferences &gt; Audio &gt; <kbd class="menu">Edit &gt; Preferences &gt; Audio &gt;
Record monitoring handled by</kbd>. There are two or three Record monitoring handled by</kbd>. There are two or three
options here, depending on the capabilities of your hardware. options here, depending on the capabilities of your hardware.
</p> </p>
<p> The other two settings are more complex. One is <p> The other two settings are more complex. One is
<kbd class="menu">Tape machine mode</kbd>, found in the <kbd class="menu">Tape machine mode</kbd>, found in the
same dialog, and the other is the same dialog, and the other is the
<kbd class="option">Session &gt; Properties &gt; Monitoring <kbd class="option">Session &gt; Properties &gt; Monitoring
automatically follows transport state</kbd> setting. automatically follows transport state</kbd> setting.
</p> </p>
<p> <p>
Monitoring also depends on the state of the track's record-enable button, Monitoring also depends on the state of the track's record-enable button,
the session record-enable button, and on whether or not the transport is the session record-enable button, and on whether or not the transport is
rolling. rolling.
</p> </p>
<h3>Software or Hardware Monitoring Modes</h3> <h3>Software or Hardware Monitoring Modes</h3>
<p> <p>
If Ardour is set to <dfn>external monitoring</dfn>, the explanation of If Ardour is set to <dfn>external monitoring</dfn>, the explanation of
Ardour's monitoring behaviour is simple: it does not do any. Ardour's monitoring behaviour is simple: it does not do any.
</p> </p>
<h2>Monitoring in Non-Tape-Machine Mode</h2> <h2>Monitoring in Non-Tape-Machine Mode</h2>
<p> <p>
When <dfn>Tape-Machine mode is off</dfn>, and a track is armed, When <dfn>Tape-Machine mode is off</dfn>, and a track is armed,
Ardour <em>always</em> monitors the live input, except in one case: Ardour <em>always</em> monitors the live input, except in one case:
the transport is rolling, the session is not recording, and the transport is rolling, the session is not recording, and
<dfn>auto-input</dfn> <dfn>auto-input</dfn>
is active. In this case only, you will hear playback from an armed track. is active. In this case only, you will hear playback from an armed track.
</p> </p>
<p> <p>
Unarmed tracks will play back their contents from disc, unless the Unarmed tracks will play back their contents from disc, unless the
transport is stopped <em>and</em> <dfn>auto-input</dfn> is enabled. transport is stopped <em>and</em> <dfn>auto-input</dfn> is enabled.
@ -40,11 +40,11 @@ Ardour's monitoring behaviour is simple: it does not do any.
<h2>Monitoring in Tape-Machine Mode</h2> <h2>Monitoring in Tape-Machine Mode</h2>
<p> <p>
In <dfn>Tape-Machine mode</dfn>, things are slightly simpler: when a In <dfn>Tape-Machine mode</dfn>, things are slightly simpler: when a
track is armed, its behaviour is the same as in non-tape-machine mode. track is armed, its behaviour is the same as in non-tape-machine mode.
</p> </p>
<p> <p>
Unarmed tracks however will always just play back their contents from Unarmed tracks however will always just play back their contents from
disk; the live input will never be monitored. disk; the live input will never be monitored.
</p> </p>

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@ -1,34 +1,34 @@
<p>There are three basic ways to approach monitoring: </p> <p>There are three basic ways to approach monitoring: </p>
<h3>External Monitoring</h3> <h3>External Monitoring</h3>
<img class="right" <img class="right"
src="/images/external-monitoring.png" /> src="/images/external-monitoring.png" />
<p>When using <dfn>external monitoring</dfn>, Ardour plays no role in <p>When using <dfn>external monitoring</dfn>, Ardour plays no role in
monitoring at all. Perhaps the recording set-up has an external mixer which monitoring at all. Perhaps the recording set-up has an external mixer which
can be used to set up monitor mixes, or perhaps the sound-card being used can be used to set up monitor mixes, or perhaps the sound-card being used
has a "listen to the input" feature. This approach yields zero or near-zero has a "listen to the input" feature. This approach yields zero or near-zero
latency. On the other hand it requires external hardware, and the monitoring latency. On the other hand it requires external hardware, and the monitoring
settings are less flexible and not saved with the session.</p> settings are less flexible and not saved with the session.</p>
<h3>JACK-Based Hardware Monitoring</h3> <h3>JACK-Based Hardware Monitoring</h3>
<img class="right" src="/images/jack-monitoring.png" /> <img class="right" src="/images/jack-monitoring.png" />
<p>Some sound cards have the ability <p>Some sound cards have the ability
to mix signals from their inputs to their outputs with very low or even zero to mix signals from their inputs to their outputs with very low or even zero
latency, a feature called <dfn>hardware monitoring</dfn>. latency, a feature called <dfn>hardware monitoring</dfn>.
Furthermore, on some cards this function can be controlled by JACK. This is a nice arrangement, Furthermore, on some cards this function can be controlled by JACK. This is a nice arrangement,
if the sound card supports it, as it combines the convenience of having the if the sound card supports it, as it combines the convenience of having the
monitoring controlled by Ardour with the low latency operation of doing it monitoring controlled by Ardour with the low latency operation of doing it
externally. externally.
</p> </p>
<h3>Software Monitoring</h3> <h3>Software Monitoring</h3>
<img class="right" src="/images/ardour-monitoring.png" /> <img class="right" src="/images/ardour-monitoring.png" />
<p>With the <dfn>software monitoring</dfn> approach, all monitoring is <p>With the <dfn>software monitoring</dfn> approach, all monitoring is
performed by Ardour&mdash;it makes track inputs available at track performed by Ardour&mdash;it makes track inputs available at track
outputs, governed by various controls. This approach will almost always have outputs, governed by various controls. This approach will almost always have
more routing flexibility than JACK-based monitoring. The disadvantage is more routing flexibility than JACK-based monitoring. The disadvantage is
that there will be some latency between the input and the output, which that there will be some latency between the input and the output, which
depends for the most part on the JACK buffer size that is being used. depends for the most part on the JACK buffer size that is being used.
</p> </p>

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@ -7,14 +7,14 @@
<p> <p>
The <strong>Track Input Monitoring automatically follows transport state</strong> The <strong>Track Input Monitoring automatically follows transport state</strong>
affects how input monitoring is handling. See affects how input monitoring is handling. See
<a href="@@monitor-setup-in-ardour">Monitor Setup in Ardour</a>. <a href="@@monitor-setup-in-ardour">Monitor Setup in Ardour</a>.
</p> </p>
<img class="left" src="/images/a4_monitoring_section.png" alt="monitoring section"/> <img class="left" src="/images/a4_monitoring_section.png" alt="monitoring section"/>
<p> <p>
The 'Use monitor section' displays an extra section in the <strong>Mixer</strong> The 'Use monitor section' displays an extra section in the <strong>Mixer</strong>
window that is modelled on the similiarly named section on large analog consoles. window that is modelled on the similiarly named section on large analog consoles.
</p> </p>

View File

@ -1,9 +1,9 @@
<p> <p>
When recording, it is important that performers hear themselves, and to When recording, it is important that performers hear themselves, and to
hear any pre-recorded tracks they are performing with. hear any pre-recorded tracks they are performing with.
Audio recorders typically let you <dfn>monitor</dfn> (i.e. listen to) Audio recorders typically let you <dfn>monitor</dfn> (i.e. listen to)
the input signal of all tracks that are armed for recording, and playing the input signal of all tracks that are armed for recording, and playing
back the unarmed tracks. back the unarmed tracks.
</p> </p>

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@ -1,35 +1,35 @@
<p> <p>
To move or copy a region, make sure you are in object mode. If you are To move or copy a region, make sure you are in object mode. If you are
using smart mode, the pointer must be in the lower half of the region using smart mode, the pointer must be in the lower half of the region
to begin a move or copy operation. to begin a move or copy operation.
</p> </p>
<p> <p>
Move the pointer into the region, use a <kbd class="mouse">Left</kbd>-drag. Move the pointer into the region, use a <kbd class="mouse">Left</kbd>-drag.
The region will follow the pointer as you move it around. By default, The region will follow the pointer as you move it around. By default,
the region can move freely along the timeline. the region can move freely along the timeline.
</p> </p>
<p> <p>
To move a region from one track to another, simply start a move as To move a region from one track to another, simply start a move as
described above, but move the pointer into the desired track. The described above, but move the pointer into the desired track. The
region will follow the pointer. Note that if you have other kinds of region will follow the pointer. Note that if you have other kinds of
tracks visible, the region will remain where it is as the pointer tracks visible, the region will remain where it is as the pointer
moves across them, and will then jump to the new track. This serves as moves across them, and will then jump to the new track. This serves as
a visual reminder that you cannot drag an audio region into an automation a visual reminder that you cannot drag an audio region into an automation
track or a bus, for example. track or a bus, for example.
</p> </p>
<h2>Move Multiple Regions</h2> <h2>Move Multiple Regions</h2>
<p> <p>
To move multiple regions, select them before moving. Then To move multiple regions, select them before moving. Then
<kbd class="mouse">Left</kbd>-drag one of the selected regions. All the <kbd class="mouse">Left</kbd>-drag one of the selected regions. All the
regions will move, keeping their positions relative to each other. regions will move, keeping their positions relative to each other.
</p> </p>
<h2>Fixed-Time Motion</h2> <h2>Fixed-Time Motion</h2>
<p> <p>
Sometimes, you want to move a region to another track, but keeping its Sometimes, you want to move a region to another track, but keeping its
position along the timeline exactly the same. To do this, use position along the timeline exactly the same. To do this, use
<kbd class="mouse">Middle</kbd>-drag instead. <kbd class="mouse">Middle</kbd>-drag instead.
</p> </p>

View File

@ -24,7 +24,7 @@
If <kbd class="menu">Snap To Grid</kbd> is enabled, then regions can If <kbd class="menu">Snap To Grid</kbd> is enabled, then regions can
only move so that they align with locations determined by the current only move so that they align with locations determined by the current
snap settings (beats, or seconds, or other region boundaries, etc). snap settings (beats, or seconds, or other region boundaries, etc).
See <a href="@@grid-controls">Snap To the Grid</a> See <a href="@@grid-controls">Snap To the Grid</a>
for details. for details.
</p> </p>

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@ -1,23 +1,23 @@
<h2>Single marker</h2> <h2>Single marker</h2>
<p> <p>
<kbd class="mouse">Left</kbd>-click and drag to move a single marker to a <kbd class="mouse">Left</kbd>-click and drag to move a single marker to a
new location on the timeline. new location on the timeline.
</p> </p>
<h2>Multiple markers</h2> <h2>Multiple markers</h2>
<p> <p>
It is possible to move multiple markers by the same distance. <kbd It is possible to move multiple markers by the same distance. <kbd
class="mouse mod1">Left</kbd>-click each marker you want to move, then drag class="mouse mod1">Left</kbd>-click each marker you want to move, then drag
one of the selected markers to a new location. All selected markers will one of the selected markers to a new location. All selected markers will
then move together. Note that the markers are bounded by the zero point on then move together. Note that the markers are bounded by the zero point on
the timeline. In other words, the first marker in your selection cannot move the timeline. In other words, the first marker in your selection cannot move
to the left of zero on the timeline. to the left of zero on the timeline.
</p> </p>
<h2>Both ends of a range marker</h2> <h2>Both ends of a range marker</h2>
<p> <p>
<kbd class="mod1 mouse">Left</kbd>-drag either end of the range marker. The <kbd class="mod1 mouse">Left</kbd>-drag either end of the range marker. The
other end will move by the same distance. other end will move by the same distance.
</p> </p>

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@ -1,14 +1,14 @@
<p> <p>
Each track and bus has two buttons which have important implications Each track and bus has two buttons which have important implications
for signal flow: <dfn>mute</dfn> and <dfn>solo</dfn>. The behaviour for signal flow: <dfn>mute</dfn> and <dfn>solo</dfn>. The behaviour
of these buttons is configurable in Ardour, to suit different studio of these buttons is configurable in Ardour, to suit different studio
set-ups. set-ups.
</p> </p>
<h2>Without a monitor bus</h2> <h2>Without a monitor bus</h2>
<p> <p>
If you are using Ardour without a monitor bus, there is only one way If you are using Ardour without a monitor bus, there is only one way
in which mute and solo will work:</p> in which mute and solo will work:</p>
<ul> <ul>
<li> <li>
@ -16,54 +16,54 @@
so that it will not be heard. so that it will not be heard.
</li> </li>
<li> <li>
Solo on a track or bus will solo that track or bus and mute all Solo on a track or bus will solo that track or bus and mute all
others. Soloing a bus will also solo any tracks or others. Soloing a bus will also solo any tracks or
busses which feed that bus. busses which feed that bus.
</li> </li>
</ul> </ul>
<h2>With a monitor bus</h2> <h2>With a monitor bus</h2>
<p> <p>
For setups with a monitor bus, you have more options, mostly For setups with a monitor bus, you have more options, mostly
governed by the setting of the governed by the setting of the
<kbd class="option">Solo controls are Listen controls</kbd> option <kbd class="option">Solo controls are Listen controls</kbd> option
in <kbd class="menu">Edit &gt; Preferences &gt; Solo / mute. in <kbd class="menu">Edit &gt; Preferences &gt; Solo / mute.
</p> </p>
<p> <p>
With <kbd class="optoff">Solo controls are Listen controls</kbd> With <kbd class="optoff">Solo controls are Listen controls</kbd>
unticked, behaviour is almost exactly the same as the situation unticked, behaviour is almost exactly the same as the situation
without a monitor bus. Mute and solo behave the same, and the monitor without a monitor bus. Mute and solo behave the same, and the monitor
bus is fed from the master bus, so it sees the same thing. bus is fed from the master bus, so it sees the same thing.
</p> </p>
<p> <p>
With <kbc class="option">Solo controls are Listen controls</kbd> With <kbc class="option">Solo controls are Listen controls</kbd>
ticked, the master and monitor busses behave differently. In this ticked, the master and monitor busses behave differently. In this
mode, solo controls are more properly called <dfn>listen</dfn> mode, solo controls are more properly called <dfn>listen</dfn>
controls, and Ardour's solo buttons will change their legend from controls, and Ardour's solo buttons will change their legend from
<samp>S</samp> to either <samp>A</samp> or <samp>P</samp> to <samp>S</samp> to either <samp>A</samp> or <samp>P</samp> to
reflect this. reflect this.
</p> </p>
<p> <p>
Now, without any mute or listen, the monitor bus remains fed by Now, without any mute or listen, the monitor bus remains fed by
the master bus. Also: the master bus. Also:
</p> </p>
<ul> <ul>
<li> <li>
Mute will mute the track or bus, so that it will not be heard Mute will mute the track or bus, so that it will not be heard
anywhere (neither on the master nor monitor busses), much as before. anywhere (neither on the master nor monitor busses), much as before.
</li> </li>
<li> <li>
Listen will disconnect the monitor bus from the master bus, so Listen will disconnect the monitor bus from the master bus, so
that the monitor bus now only receives things that are "listened to". that the monitor bus now only receives things that are "listened to".
Listen will not perform any muting, and hence the master bus will Listen will not perform any muting, and hence the master bus will
not be affected by a listened track or bus. not be affected by a listened track or bus.
</li> </li>
</ul> </ul>
<p> <p>
When solo controls are listen controls, the listening point can be set When solo controls are listen controls, the listening point can be set
to either After-Fade Listen (AFL) or Pre-Fade Listen (PFL). The precise to either After-Fade Listen (AFL) or Pre-Fade Listen (PFL). The precise
point to get the signal from can further be configured using the point to get the signal from can further be configured using the
<kbd class="menu">PFL signals come from</kbd> and <kbd class="menu">PFL signals come from</kbd> and
<kbd class="menu">AFL signals come from</kbd> options. <kbd class="menu">AFL signals come from</kbd> options.
</p> </p>
<p> <p>
@ -71,15 +71,15 @@
</p> </p>
<img src="/images/solo-mute.png" alt="mute/solo signal flow" /> <img src="/images/solo-mute.png" alt="mute/solo signal flow" />
<p> <p>
Here we have a number of tracks or busses (in orange). Each one has an Here we have a number of tracks or busses (in orange). Each one has an
output which feeds the master bus. In addition, each has PFL and AFL output which feeds the master bus. In addition, each has PFL and AFL
outputs; we have a choice of which to use. PFL/AFL from each track or outputs; we have a choice of which to use. PFL/AFL from each track or
bus are mixed. Then, whenever anything is set to AFL/PFL, the monitor out bus are mixed. Then, whenever anything is set to AFL/PFL, the monitor out
becomes just those AFL/PFL feeds; the rest of the time, the monitor out is becomes just those AFL/PFL feeds; the rest of the time, the monitor out is
fed from the master bus. fed from the master bus.
</p> </p>
<p> <p>
In this scheme Solo has no effect other than to mute other non-soloed tracks; In this scheme Solo has no effect other than to mute other non-soloed tracks;
with solo (rather then listen), the monitor out is fed from the master bus. with solo (rather then listen), the monitor out is fed from the master bus.
</p> </p>
@ -91,41 +91,40 @@
<h3>Solo-in-place mute cut</h3> <h3>Solo-in-place mute cut</h3>
<p> <p>
When using solo-in-place (SiP), in other words when soloed tracks are being When using solo-in-place (SiP), in other words when soloed tracks are being
listened to on the master bus, this fader specifies the gain that will be listened to on the master bus, this fader specifies the gain that will be
applied to other tracks in order to mute them. Setting this level to applied to other tracks in order to mute them. Setting this level to
-∞&nbdp;dB will mean that other tracks will not be heard at all; setting to -∞&nbdp;dB will mean that other tracks will not be heard at all; setting to
some higher value less than 0dB means that other non-soloed tracks will be h some higher value less than 0dB means that other non-soloed tracks will be h
eard, just reduced in volume compared to the soloed tracks. Using a value eard, just reduced in volume compared to the soloed tracks. Using a value
larger than -∞dB is sometimes called "Solo-In-Front" by other DAWs, because larger than -∞dB is sometimes called "Solo-In-Front" by other DAWs, because
the listener has the sense that soloed material is "in front" of other the listener has the sense that soloed material is "in front" of other
material. In Ardour, this is not a distinct mode, but instead the mute cut material. In Ardour, this is not a distinct mode, but instead the mute cut
control offers any level of "in-front-ness" that you might want to use. control offers any level of "in-front-ness" that you might want to use.
</p> </p>
<h3>Exclusive solo</h3> <h3>Exclusive solo</h3>
<p> <p>
If this is enabled, only one track or bus will ever be soloed at once; soloing If this is enabled, only one track or bus will ever be soloed at once; soloing
track B while track A is currently soloed will un-solo track A before soloing track B while track A is currently soloed will un-solo track A before soloing
track B. track B.
</p> </p>
<h3>Show solo muting</h3> <h3>Show solo muting</h3>
<p> <p>
If this is enabled, the mute button of tracks and busses will be drawn If this is enabled, the mute button of tracks and busses will be drawn
outlined to indicate that the track or bus is muted because something else outlined to indicate that the track or bus is muted because something else
is soloed. This is enabled by default, and we recommend that you leave it is soloed. This is enabled by default, and we recommend that you leave it
that way unless you are extremely comfortable with Ardour's mute/solo that way unless you are extremely comfortable with Ardour's mute/solo
behaviour. behaviour.
</p> </p>
<h3>Soloing overrides muting</h3> <h3>Soloing overrides muting</h3>
<p> <p>
If this is enabled, a track or bus that is both soloed and muted will behave If this is enabled, a track or bus that is both soloed and muted will behave
as if it is soloed. as if it is soloed.
</p> </p>
<h3>Mute affects…</h3> <h3>Mute affects…</h3>
<p> <p>
These options dictate whether muting the track will affect various routes out These options dictate whether muting the track will affect various routes out
of the track; through the sends, through the control outputs (to the monitor of the track; through the sends, through the control outputs (to the monitor
bus) and to the main outputs. bus) and to the main outputs.
</p> </p>

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@ -1,16 +1,16 @@
<p> <p>
The initial <dfn>Session</dfn> dialog consists of several consecutive pages: The initial <dfn>Session</dfn> dialog consists of several consecutive pages:
</p> </p>
<h2>Open Session Page</h2> <h2>Open Session Page</h2>
<p> <p>
On this page, you can open an <dfn>existing session</dfn>. You can also On this page, you can open an <dfn>existing session</dfn>. You can also
open any <a href="@@snapshots">snapshot</a> of a open any <a href="@@snapshots">snapshot</a> of a
particular session by clicking on the arrow next to the session name to particular session by clicking on the arrow next to the session name to
display all snapshots, and then selecting one. If your session is display all snapshots, and then selecting one. If your session is
not displayed in the Recent Sessions list, the <kbd class="menu">Other not displayed in the Recent Sessions list, the <kbd class="menu">Other
Sessions</kbd> button will bring up a file selection dialog to navigate Sessions</kbd> button will bring up a file selection dialog to navigate
your hard drive.<br> your hard drive.<br>
Alternatively, you can opt to create a <kbd class="menu">New Alternatively, you can opt to create a <kbd class="menu">New
Session</kbd>. Session</kbd>.
@ -18,24 +18,24 @@
<h2>New Session page</h2> <h2>New Session page</h2>
<p> <p>
Here you can type in the name of a session, select a folder to save in, and Here you can type in the name of a session, select a folder to save in, and
optionally use an existing <a href="@@session-templates">template</a>. optionally use an existing <a href="@@session-templates">template</a>.
</p> </p>
<p> <p>
Under <dfn>Advanced Options</dfn>, you can select whether you wish to create Under <dfn>Advanced Options</dfn>, you can select whether you wish to create
a Master Bus, or a Control Bus, and how many channels you wish either to have. a Master Bus, or a Control Bus, and how many channels you wish either to have.
You can also decide whether you want Ardour to automatically connect all inputs You can also decide whether you want Ardour to automatically connect all inputs
to the physical ports of your hardware. Ardour will do so to the physical ports of your hardware. Ardour will do so
sequentially and in round-robin fashion, connecting the first track's sequentially and in round-robin fashion, connecting the first track's
input to the first input of your hardware and so on. When Ardour has used input to the first input of your hardware and so on. When Ardour has used
all available hardware inputs, it will begin again with the first physical all available hardware inputs, it will begin again with the first physical
input. input.
You can limit the number of channels on your physical hardware that Ardour You can limit the number of channels on your physical hardware that Ardour
uses. uses.
</p> </p>
<p> <p>
By default Ardour will connect all tracks and busses to the Master Bus if By default Ardour will connect all tracks and busses to the Master Bus if
there is one. However you can also tell it to automatically connect each there is one. However you can also tell it to automatically connect each
output to the physical outputs of your interface or sound card, and limit output to the physical outputs of your interface or sound card, and limit
the number of physical outputs used, as above. the number of physical outputs used, as above.
</p> </p>

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@ -1,9 +1,9 @@
<p> <p>
While in note edit mode, selected notes can be cut using While in note edit mode, selected notes can be cut using
<kbd class="mod1">x</kbd>, copied with <kbd class="mod1">c</kbd> and <kbd class="mod1">x</kbd>, copied with <kbd class="mod1">c</kbd> and
deleted with <kbd>Delete</kbd>, just as regions can. Once cut or deleted with <kbd>Delete</kbd>, just as regions can. Once cut or
copied, they can be pasted at the edit point using copied, they can be pasted at the edit point using
<kbd class="mod1">v</kbd>. <kbd class="mod1">v</kbd>.
</p> </p>

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@ -1,43 +1,43 @@
<h2>Selecting/Navigating note-by-note</h2> <h2>Selecting/Navigating note-by-note</h2>
<p> <p>
Tab selects the next note. <kbd class="mod1">Tab</kbd> selects the previous Tab selects the next note. <kbd class="mod1">Tab</kbd> selects the previous
note. <kbd class="mod3">Tab</kbd> or <kbd class="mod13">Tab</kbd> adds note. <kbd class="mod3">Tab</kbd> or <kbd class="mod13">Tab</kbd> adds
the next/previous note to the selection. the next/previous note to the selection.
</p> </p>
<h2>Selecting notes with the mouse</h2> <h2>Selecting notes with the mouse</h2>
<p> <p>
While in mouse object mode, you can click on a note to select it. Once you While in mouse object mode, you can click on a note to select it. Once you
have selected one note, <kbd class="mouse mod3">Left</kbd>-click on another have selected one note, <kbd class="mouse mod3">Left</kbd>-click on another
to select all notes between them. To add or remove a note to/from the to select all notes between them. To add or remove a note to/from the
selection, click <kbd class="mouse mod1">Left</kbd>. You can also click and selection, click <kbd class="mouse mod1">Left</kbd>. You can also click and
drag outside of a note to <dfn>rubberband select</dfn> a series of notes. drag outside of a note to <dfn>rubberband select</dfn> a series of notes.
</p> </p>
<p> <p>
Three different selection operations are possible if you switch to mouse Three different selection operations are possible if you switch to mouse
range mode: range mode:
</p> </p>
<ul> <ul>
<li> <li>
Vertical drags within the MIDI region will select all notes within the Vertical drags within the MIDI region will select all notes within the
spanned note range. spanned note range.
</li> </li>
<li> <li>
Clicks on the piano header of the track (if visible&mdash;the track must Clicks on the piano header of the track (if visible&mdash;the track must
be tall enough to display it) will select all occurences of that note. be tall enough to display it) will select all occurences of that note.
</li> </li>
<li> <li>
Drags on the piano header of the track will select all notes within the Drags on the piano header of the track will select all notes within the
spanned note range. spanned note range.
</li> </li>
</ul> </ul>
<h2>Listening to Selected Notes</h2> <h2>Listening to Selected Notes</h2>
<p> <p>
If <kbd class="menu">Edit &gt; Preferences &gt; MIDI &gt; Sound MIDI notes If <kbd class="menu">Edit &gt; Preferences &gt; MIDI &gt; Sound MIDI notes
as they are selected</kbd> is enabled, Ardour will send a pair of as they are selected</kbd> is enabled, Ardour will send a pair of
NoteOn/NoteOff messages through the track, which will typically allow you to NoteOn/NoteOff messages through the track, which will typically allow you to
hear each note as it is selected. hear each note as it is selected.
</p> </p>

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@ -1,31 +1,31 @@
<p> <p>
<dfn>Synchronization</dfn> in multimedia involves two concepts which are <dfn>Synchronization</dfn> in multimedia involves two concepts which are
often confused: <dfn>clock</dfn> (or speed) and <dfn>time</dfn> (location often confused: <dfn>clock</dfn> (or speed) and <dfn>time</dfn> (location
in time). in time).
</p> </p>
<p> <p>
A <dfn>clock</dfn> determines the speet at which one or more systems A <dfn>clock</dfn> determines the speet at which one or more systems
operate. In the audio world this is generally referred to as operate. In the audio world this is generally referred to as
<a href="https://en.wikipedia.org/wiki/Word_clock" title="https://en.wikipedia.org/wiki/Word_clock">Word Clock</a>. <a href="https://en.wikipedia.org/wiki/Word_clock" title="https://en.wikipedia.org/wiki/Word_clock">Word Clock</a>.
It does not carry any absolute reference to a point in time: A clock is It does not carry any absolute reference to a point in time: A clock is
used to keep a system's sample rate regular and accurate. used to keep a system's sample rate regular and accurate.
Word clock is usually at the frequency of the sample rate&mdash;at 48&nbsp;kHz, its period is about 20&nbsp;μs. Word Clock is the most Word clock is usually at the frequency of the sample rate&mdash;at 48&nbsp;kHz, its period is about 20&nbsp;μs. Word Clock is the most
common sample rate based clock but other clocks do exist such as Black and common sample rate based clock but other clocks do exist such as Black and
Burst, Tri-Level and DARS. Sample rates can be derived from these clocks as well. Burst, Tri-Level and DARS. Sample rates can be derived from these clocks as well.
</p> </p>
<p> <p>
Time or <dfn>timecode</dfn> specifies an absolute position on a timeline, Time or <dfn>timecode</dfn> specifies an absolute position on a timeline,
such as <code>01:02:03:04</code> (expressed as Hours:Mins:Secs:Frames). It is such as <code>01:02:03:04</code> (expressed as Hours:Mins:Secs:Frames). It is
actual <em>data</em> and not a clock <em>signal</em> per se. actual <em>data</em> and not a clock <em>signal</em> per se.
The granularity of timecode is <dfn>Video Frames</dfn> and is an order of The granularity of timecode is <dfn>Video Frames</dfn> and is an order of
magnitude lower than, say, Word Clock which is counted in magnitude lower than, say, Word Clock which is counted in
<dfn>samples</dfn>. A typical frame rate is 25&nbsp;<abbr title="frames <dfn>samples</dfn>. A typical frame rate is 25&nbsp;<abbr title="frames
per second">fps</abbr> with a period of per second">fps</abbr> with a period of
40&nbsp;ms. 40&nbsp;ms.
In the case of 48&nbsp;kHz and 25&nbsp;fps, there are 1920 audio samples In the case of 48&nbsp;kHz and 25&nbsp;fps, there are 1920 audio samples
per video frame. per video frame.
</p> </p>
@ -34,35 +34,35 @@
</p> </p>
<p> <p>
JACK provides clock synchronization and is not concerned with time code JACK provides clock synchronization and is not concerned with time code
(this is not entirely true, more on jack-transport later). (this is not entirely true, more on jack-transport later).
On the software side, jackd provides sample-accurate synchronization On the software side, jackd provides sample-accurate synchronization
between all JACK applications. between all JACK applications.
On the hardware side, JACK uses the clock of the audio-interface. On the hardware side, JACK uses the clock of the audio-interface.
Synchronization of multiple interfaces requires hardware support to sync Synchronization of multiple interfaces requires hardware support to sync
the clocks. the clocks.
If two interfaces run at different clocks the only way to align the If two interfaces run at different clocks the only way to align the
signals is via re-sampling (SRC&mdash;Sample Rate Conversion), which is signals is via re-sampling (SRC&mdash;Sample Rate Conversion), which is
expensive in terms of CPU usage and may decreases fidelity if done expensive in terms of CPU usage and may decreases fidelity if done
incorrectly. incorrectly.
</p> </p>
<p> <p>
Timecode is used to align systems already synchronized by a clock to Timecode is used to align systems already synchronized by a clock to
a common point in time, this is application specific and various a common point in time, this is application specific and various
standards and methods exist to do this. standards and methods exist to do this.
</p> </p>
<p class="note"> <p class="note">
To make things confusing, there are possibilities to synchronize clocks To make things confusing, there are possibilities to synchronize clocks
using timecode. e.g. using mechanism called <dfn>jam-sync</dfn> and a using timecode. e.g. using mechanism called <dfn>jam-sync</dfn> and a
<dfn>phase-locked loop</dfn>. <dfn>phase-locked loop</dfn>.
</p> </p>
<p> <p>
An interesting point to note is that LTC (Linear Time Code) is a An interesting point to note is that LTC (Linear Time Code) is a
Manchester encoded, frequency modulated signal that carries both Manchester encoded, frequency modulated signal that carries both
clock and time. It is possible to extract absolute position data clock and time. It is possible to extract absolute position data
and speed from it. and speed from it.
</p> </p>

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@ -13,14 +13,14 @@
<dl> <dl>
<dt><kbd class="menu">Timecode frames-per-second</kbd></dt> <dt><kbd class="menu">Timecode frames-per-second</kbd></dt>
<dd> <dd>
Configure timecode frames-per-second (23.976, 24, 24.975, 25, 29.97, Configure timecode frames-per-second (23.976, 24, 24.975, 25, 29.97,
29.97 drop, 30, 30 drop, 59.94, 60). Note that all fractional 29.97 drop, 30, 30 drop, 59.94, 60). Note that all fractional
framerates are actually fps*(1000.0/1001.0). framerates are actually fps*(1000.0/1001.0).
</dd> </dd>
<dt><kbd class="menu">Pull up/down</kbd></dt> <dt><kbd class="menu">Pull up/down</kbd></dt>
<dd> <dd>
Video pull-up modes change the effective samplerate of Ardour to Video pull-up modes change the effective samplerate of Ardour to
allow for changing a film soundtrack from one frame rate to another. allow for changing a film soundtrack from one frame rate to another.
See <a href="http://en.wikipedia.org/wiki/Telecine">Telecine</a> See <a href="http://en.wikipedia.org/wiki/Telecine">Telecine</a>
</dd> </dd>
<dt><kbd class="menu">Slave Timecode offset</kbd></dt> <dt><kbd class="menu">Slave Timecode offset</kbd></dt>
@ -48,29 +48,29 @@
</dd> </dd>
<dt><kbd class="option">Match session video frame rate to external timecode</kbd></dt> <dt><kbd class="option">Match session video frame rate to external timecode</kbd></dt>
<dd> <dd>
This option controls the value of the video frame rate <em>while This option controls the value of the video frame rate <em>while
chasing</em> an external timecode source. When enabled, the chasing</em> an external timecode source. When enabled, the
session video frame rate will be changed to match that of the selected session video frame rate will be changed to match that of the selected
external timecode source. When disabled, the session video frame rate external timecode source. When disabled, the session video frame rate
will not be changed to match that of the selected external timecode will not be changed to match that of the selected external timecode
source. Instead the frame rate indication in the main clock will flash source. Instead the frame rate indication in the main clock will flash
red and Ardour will convert between the external timecode standard and red and Ardour will convert between the external timecode standard and
the session standard. the session standard.
</dd> </dd>
<dt><kbd class="option">External timecode is sync locked</kbd></dt> <dt><kbd class="option">External timecode is sync locked</kbd></dt>
<dd> <dd>
Indicates that the selected external timecode source shares sync (Black Indicates that the selected external timecode source shares sync (Black
&amp; Burst, Wordclock, etc) with the audio interface. &amp; Burst, Wordclock, etc) with the audio interface.
</dd> </dd>
<dt><kbd class="option">Lock to 29.9700 fps instead of 30000/1001</kbd></dt> <dt><kbd class="option">Lock to 29.9700 fps instead of 30000/1001</kbd></dt>
<dd> <dd>
The external timecode source is assumed to use 29.97 fps instead of The external timecode source is assumed to use 29.97 fps instead of
30000/1001. SMPTE 12M-1999 specifies 29.97df as 30000/1001. The spec 30000/1001. SMPTE 12M-1999 specifies 29.97df as 30000/1001. The spec
further mentions that drop-frame timecode has an accumulated error of -86ms further mentions that drop-frame timecode has an accumulated error of -86ms
over a 24-hour period. Drop-frame timecode would compensate exactly for a over a 24-hour period. Drop-frame timecode would compensate exactly for a
NTSC color frame rate of 30 * 0.9990 (ie 29.970000). That is not the actual NTSC color frame rate of 30 * 0.9990 (ie 29.970000). That is not the actual
rate. However, some vendors use that rate&mdash;despite it being against rate. However, some vendors use that rate&mdash;despite it being against
the specs&mdash;because the variant of using exactly 29.97 fps has zero the specs&mdash;because the variant of using exactly 29.97 fps has zero
timecode drift. timecode drift.
</dd> </dd>
<dt><kbd class="menu">LTC incoming port</kbd></dt> <dt><kbd class="menu">LTC incoming port</kbd></dt>
@ -81,13 +81,13 @@
<dd>Does just what it says.</dd> <dd>Does just what it says.</dd>
<dt><kbd class="option">Send LTC while stopped</kbd></dt> <dt><kbd class="option">Send LTC while stopped</kbd></dt>
<dd> <dd>
Enable to continue to send LTC information even when the transport Enable to continue to send LTC information even when the transport
(playhead) is not moving. This mode is intended to drive analog tape (playhead) is not moving. This mode is intended to drive analog tape
machines which unspool the tape if no LTC timecode is received. machines which unspool the tape if no LTC timecode is received.
</dd> </dd>
<dt><kbd class="menu">LTC generator level</kbd></dt> <dt><kbd class="menu">LTC generator level</kbd></dt>
<dd> <dd>
Specify the Peak Volume of the generated LTC signal in dbFS. A good value Specify the Peak Volume of the generated LTC signal in dbFS. A good value
is 0&nbsp;dBu (which is -18&nbsp;dbFS in an EBU calibrated system). is 0&nbsp;dBu (which is -18&nbsp;dbFS in an EBU calibrated system).
</dd> </dd>
</dl> </dl>

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@ -30,7 +30,7 @@
<li>2 signals distributed to 2 outputs (the stereo panner)</li> <li>2 signals distributed to 2 outputs (the stereo panner)</li>
<li>N signals distributed to M outputs (the VBAP panner)</li> <li>N signals distributed to M outputs (the VBAP panner)</li>
</ul> </ul>
<p> <p>
Even for each of these cases, there are many different ways to Even for each of these cases, there are many different ways to
implement panning. Ardour currently offers just one solution to each implement panning. Ardour currently offers just one solution to each
of these situations, but in the future will offer more. of these situations, but in the future will offer more.

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@ -13,7 +13,7 @@
<h2>Inserting Patch Changes</h2> <h2>Inserting Patch Changes</h2>
<p> <p>
Ensure that the Ensure that the
<a href="@@edit-point-control">edit point</a> is <a href="@@edit-point-control">edit point</a> is
located where you want the patch change to be (within an existing located where you want the patch change to be (within an existing
MIDI region). Context click, and from the MIDI region's context menu, MIDI region). Context click, and from the MIDI region's context menu,
select <kbd class="menu">MIDI &gt; Insert Patch Change</kbd>. A select <kbd class="menu">MIDI &gt; Insert Patch Change</kbd>. A

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@ -1,31 +1,31 @@
<p> <p>
The <dfn>patchbay</dfn> is the main way to make connections to, from and The <dfn>patchbay</dfn> is the main way to make connections to, from and
within Ardour's mixer. within Ardour's mixer.
</p> </p>
<p class="note"> <p class="note">
Notable exceptions are internal aux sends and connections to the monitor bus (if Notable exceptions are internal aux sends and connections to the monitor bus (if
you are using one): these cannot be controlled from a patchbay, and are you are using one): these cannot be controlled from a patchbay, and are
basically not under manual control at all. basically not under manual control at all.
</p> </p>
<img class="right" src="/images/connection-manager.png" alt="an example patchbay" /> <img class="right" src="/images/connection-manager.png" alt="an example patchbay" />
<p> <p>
The patchbay presents two groups of ports; one set of <dfn>sources</dfn> The patchbay presents two groups of ports; one set of <dfn>sources</dfn>
(which produce data), and one of <dfn>destinations</dfn> (which consume (which produce data), and one of <dfn>destinations</dfn> (which consume
data). Depending data). Depending
on the relative number of each, the sources will be placed on the left on the relative number of each, the sources will be placed on the left
or the top of the dialogue, and the destinations on the right or the or the top of the dialogue, and the destinations on the right or the
bottom. Thus, in general, signal flow is from top or left to right or bottom. Thus, in general, signal flow is from top or left to right or
bottom. bottom.
</p> </p>
<p> <p>
Both sources and destinations are divided up into groups, with each Both sources and destinations are divided up into groups, with each
group being given a tab: group being given a tab:
</p> </p>
<dl class="narrower-table"> <dl class="narrower-table">
<dt>Hardware</dt> <dt>Hardware</dt>
<dd> <dd>
These are ports which are connected to a physical piece of hardware These are ports which are connected to a physical piece of hardware
(a sound card or MIDI interface).</dd> (a sound card or MIDI interface).</dd>
<dt>Ardour Busses</dt> <dt>Ardour Busses</dt>
<dd>All ports belonging to busses.</dd> <dd>All ports belonging to busses.</dd>
@ -33,101 +33,101 @@
<dd>All ports belonging to tracks.</dd> <dd>All ports belonging to tracks.</dd>
<dt>Ardour Misc</dt> <dt>Ardour Misc</dt>
<dd> <dd>
These are other ports that do not fit into the previous two These are other ports that do not fit into the previous two
categories; for example, the ports on which the metronome click categories; for example, the ports on which the metronome click
is output, and MIDI ports for things like control surfaces and is output, and MIDI ports for things like control surfaces and
timecode. timecode.
</dd> </dd>
<dt>Other</dt> <dt>Other</dt>
<dd> <dd>
If you have other JACK clients running, their ports will be found If you have other JACK clients running, their ports will be found
here. If there are no such ports, the tab will not exist (on one or here. If there are no such ports, the tab will not exist (on one or
both axes of the grid).</dd> both axes of the grid).</dd>
</dl> </dl>
<p> <p>
The main part of the patchbay is a <dfn>matrix grid</dfn>. Within this The main part of the patchbay is a <dfn>matrix grid</dfn>. Within this
grid, green dots represent connections, and you can click in any of the grid, green dots represent connections, and you can click in any of the
squares to make or break connections. You can also click and drag to squares to make or break connections. You can also click and drag to
draw a line of connections, which is sometimes useful for making many draw a line of connections, which is sometimes useful for making many
connections at once. connections at once.
</p> </p>
<p> <p>
In the example patchbay shown above we can note various things. We are In the example patchbay shown above we can note various things. We are
using the <kbd class="menu">Ardour Tracks</kbd> sources tab, so we see using the <kbd class="menu">Ardour Tracks</kbd> sources tab, so we see
the output ports of the three tracks in our session: Fred, Jim and Foo. the output ports of the three tracks in our session: Fred, Jim and Foo.
Our destinations are from the <kbd class="menu">Ardour Busses</kbd> tab, Our destinations are from the <kbd class="menu">Ardour Busses</kbd> tab,
so we have the inputs of a session bus, Sheila, and the inputs of the so we have the inputs of a session bus, Sheila, and the inputs of the
master bus. Fred and Jim have stereo outputs, so have L and R connections. master bus. Fred and Jim have stereo outputs, so have L and R connections.
Foo is a MIDI track, so it only has one connection, and its squares in Foo is a MIDI track, so it only has one connection, and its squares in
the grid are coloured light grey to indicate that no connection can be the grid are coloured light grey to indicate that no connection can be
made between Foo (a MIDI output) and our busses (which are all audio-input). made between Foo (a MIDI output) and our busses (which are all audio-input).
</p> </p>
<p> <p>
The green dots in the example show that both Foo and Bar are connected The green dots in the example show that both Foo and Bar are connected
to the master bus, left to left and right to right. to the master bus, left to left and right to right.
</p> </p>
<h2>Variants on the Patchbay</h2> <h2>Variants on the Patchbay</h2>
<p> <p>
Slightly different versions of the patchbay are available from different Slightly different versions of the patchbay are available from different
places in Ardour. For a global view of all JACK audio connections, use places in Ardour. For a global view of all JACK audio connections, use
<kbd class="menu">Window &gt Audio Patchbay</kbd>, or press <kbd class="menu">Window &gt Audio Patchbay</kbd>, or press
<kbd class="mod2">P</kbd>. A corresponding MIDI Connection Manager can <kbd class="mod2">P</kbd>. A corresponding MIDI Connection Manager can
be opened using <kbd class="mod23">P</kbd>.</p> be opened using <kbd class="mod23">P</kbd>.</p>
<p> <p>
There is also a patchbay available when connecting individual tracks; There is also a patchbay available when connecting individual tracks;
clicking on the input or output buttons of a mixer strip will open a clicking on the input or output buttons of a mixer strip will open a
connection manager which has the corresponding track input or output as connection manager which has the corresponding track input or output as
the only destination or source, with all other ports available for the only destination or source, with all other ports available for
connection to it. connection to it.
</p> </p>
<h2>Other patchbay features</h2> <h2>Other patchbay features</h2>
<p> <p>
Context-clicking on a port name in the connection manager opens a menu Context-clicking on a port name in the connection manager opens a menu
which provides a few handy options: which provides a few handy options:
</p> </p>
<dl class="wide-table"> <dl class="wide-table">
<dt><kbd class="menu">Add audio port</kbd> and <kbd class="menu">Add MIDI port</kbd></dt> <dt><kbd class="menu">Add audio port</kbd> and <kbd class="menu">Add MIDI port</kbd></dt>
<dd> <dd>
These options add audio or MIDI ports to the thing that you opened These options add audio or MIDI ports to the thing that you opened
the menu over, if this is possible. In this way, for example, tracks the menu over, if this is possible. In this way, for example, tracks
and busses can be extended to have more inputs or outputs. and busses can be extended to have more inputs or outputs.
</dd> </dd>
<dt><kbd class="menu">Remove</dt> <dt><kbd class="menu">Remove</dt>
<dd> <dd>
Removes the given port, if possible. <kbd class="mouse mod3">Right</kbd>-clicking Removes the given port, if possible. <kbd class="mouse mod3">Right</kbd>-clicking
a port will do the same. a port will do the same.
</dd> </dd>
<dt><kbd class="menu">Disconnect all from…</kbd></dt> <dt><kbd class="menu">Disconnect all from…</kbd></dt>
<dd>Disconnects everything from the given port.</dd> <dd>Disconnects everything from the given port.</dd>
<dt><kbd class="menu">Rescan</kbd></dt> <dt><kbd class="menu">Rescan</kbd></dt>
<dd> <dd>
Ardour will try to keep abreast of any changes to the JACK ports on Ardour will try to keep abreast of any changes to the JACK ports on
your system, and reflect them in any connection managers which are open. your system, and reflect them in any connection managers which are open.
If for some reason this fails, use this to re-scan the list of ports and If for some reason this fails, use this to re-scan the list of ports and
update the manager. update the manager.
</dd> </dd>
<dt><kbd class="menu">Show individual ports</kbd></dt> <dt><kbd class="menu">Show individual ports</kbd></dt>
<dd> <dd>
If you have a session which has lots of multi-channel tracks or busses, If you have a session which has lots of multi-channel tracks or busses,
it may be an unnecessary detail that you have to connect left to left and it may be an unnecessary detail that you have to connect left to left and
right to right every time you make a connection. This obviously gets worse right to right every time you make a connection. This obviously gets worse
with higher channel counts (such as for 5.1 or Ambisonics). To make life with higher channel counts (such as for 5.1 or Ambisonics). To make life
easier with such sessions, you can untick Show individual ports. After that, easier with such sessions, you can untick Show individual ports. After that,
the channels of tracks and busses will be hidden, and any green dots you add the channels of tracks and busses will be hidden, and any green dots you add
in the connection manager will automatically connect each channel of the source in the connection manager will automatically connect each channel of the source
to the corresponding channel of the destination (left to left, right to right to the corresponding channel of the destination (left to left, right to right
and so on). In this mode, a half-circle in the connection grid indicates that and so on). In this mode, a half-circle in the connection grid indicates that
some (but not all) of the source's ports are connected to the destination. some (but not all) of the source's ports are connected to the destination.
</dd> </dd>
<dt><kbd class="menu">Flip</kbd></dt> <dt><kbd class="menu">Flip</kbd></dt>
<dd> <dd>
This will flip the visible ports on the vertical axis with those on the This will flip the visible ports on the vertical axis with those on the
horizontal. If, for example, the top of the connection manager is showing horizontal. If, for example, the top of the connection manager is showing
<kbd class="menu">Ardour Busses</kbd> and the right is showing <kbd class="menu">Ardour Busses</kbd> and the right is showing
<kbd class="menu">Hardware</kbd>, flip will swap the view to the <kbd class="menu">Hardware</kbd>, flip will swap the view to the
opposite. You can also flip by pressing <kbd>f</kbd>. Note that if there are opposite. You can also flip by pressing <kbd>f</kbd>. Note that if there are
no matching tabs on both axes, flipping will be impossible. no matching tabs on both axes, flipping will be impossible.
</dd> </dd>
</dl> </dl>

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@ -1,12 +1,12 @@
<p> <p>
In the track header (editor window, left pane) is a button labelled <kbd In the track header (editor window, left pane) is a button labelled <kbd
class="menu">p</kbd> (for "Playlist"). If you click on this button, Ardour class="menu">p</kbd> (for "Playlist"). If you click on this button, Ardour
displays the following menu: displays the following menu:
</p> </p>
<dl class="wide-table"> <dl class="wide-table">
<dt>(Local Playlists)</dt> <dt>(Local Playlists)</dt>
<dd>Shows all of the playlists associated with this track, and indicates <dd>Shows all of the playlists associated with this track, and indicates
the currently selected playlist</dd> the currently selected playlist</dd>
<dt>Rename</dt> <dt>Rename</dt>
<dd>Displays a dialog to rename the current playlist</dd> <dd>Displays a dialog to rename the current playlist</dd>
@ -22,21 +22,21 @@
<h2>Renaming Playlists</h2> <h2>Renaming Playlists</h2>
<p> <p>
Playlists are created with the name of the track of which they are Playlists are created with the name of the track of which they are
associated, plus a version number. So, the first playlist for a track associated, plus a version number. So, the first playlist for a track
called "Cowbell" will be called <samp>Cowbell.1</samp>. This name will called "Cowbell" will be called <samp>Cowbell.1</samp>. This name will
be used to define the names of any regions added to the playlist by be used to define the names of any regions added to the playlist by
recording. You can change the name at any time, to anything you want. recording. You can change the name at any time, to anything you want.
Ardour does not require that your playlist names are all unique, but it Ardour does not require that your playlist names are all unique, but it
will make your life easier if they are. Suggested examples of user-assigned will make your life easier if they are. Suggested examples of user-assigned
names for a playlist might include <kbd class="input">Lead Guitar, 2nd names for a playlist might include <kbd class="input">Lead Guitar, 2nd
take</kbd>, <kbd class="input">vocals (quiet)</kbd>, take</kbd>, <kbd class="input">vocals (quiet)</kbd>,
and <kbd class="input">downbeat cuica</kbd>. Notice how these might be and <kbd class="input">downbeat cuica</kbd>. Notice how these might be
different from the associated track names, which for these examples might different from the associated track names, which for these examples might
be <kbd class="input">Lead Guitar</kbd>, be <kbd class="input">Lead Guitar</kbd>,
<kbd class="input">Vocals</kbd> and <kbd class="input">Cuica</kbd>. The <kbd class="input">Vocals</kbd> and <kbd class="input">Cuica</kbd>. The
playlist name provides more information because it is about a specific playlist name provides more information because it is about a specific
version of the material that may (or may not) end up in the final version version of the material that may (or may not) end up in the final version
of the track. of the track.
</p> </p>
<p> <p>
@ -50,18 +50,18 @@
<h2>Sharing Playlists</h2> <h2>Sharing Playlists</h2>
<p> <p>
It is entirely possible to <dfn>share playlists</dfn> between tracks. The only It is entirely possible to <dfn>share playlists</dfn> between tracks. The only
slightly unusual thing you may notice when sharing is that edits to the slightly unusual thing you may notice when sharing is that edits to the
playlist made in one track will magically appear in the other. If you playlist made in one track will magically appear in the other. If you
think about this for a moment, its an obvious consequence of sharing. think about this for a moment, its an obvious consequence of sharing.
One application of this attribute is parallel processing, described One application of this attribute is parallel processing, described
below. below.
</p> </p>
<p> <p>
You might not want this kind of behaviour, even though you still want You might not want this kind of behaviour, even though you still want
two tracks to use the same (or substantially the same) playlist. To two tracks to use the same (or substantially the same) playlist. To
accomplish this, select the chosen playlist in the second track, and accomplish this, select the chosen playlist in the second track, and
then use New Copy to generate an <dfn>independent copy</dfn> of it for then use New Copy to generate an <dfn>independent copy</dfn> of it for
that track. You can then edit this playlist without affecting the original. that track. You can then edit this playlist without affecting the original.
</p> </p>

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@ -1,15 +1,15 @@
<h3>Using Playlists for Parallel Processing</h3> <h3>Using Playlists for Parallel Processing</h3>
<p> <p>
One of the uses of playlists is to apply multiple effects to the same One of the uses of playlists is to apply multiple effects to the same
audio stream. For example, let's say you would like to apply two audio stream. For example, let's say you would like to apply two
different non-linear effects such as distortion or compression to the different non-linear effects such as distortion or compression to the
same audio source (for linear effects, you could just apply them one after same audio source (for linear effects, you could just apply them one after
the other in the same track).<br> the other in the same track).<br>
Create a new track, apply the original track's playlist, and Create a new track, apply the original track's playlist, and
then apply effects to both tracks independently. then apply effects to both tracks independently.
</p> </p>
<p class="note"> <p class="note">
The same result could be achieved by feeding your track to multiple busses which The same result could be achieved by feeding your track to multiple busses which
then contain the processing, but this increases the overall latency, then contain the processing, but this increases the overall latency,
complicates routing and uses more space in the Mixer window. complicates routing and uses more space in the Mixer window.
@ -17,29 +17,29 @@
<h2>Using Playlists for "Takes"</h2> <h2>Using Playlists for "Takes"</h2>
<p> <p>
Using Playlists for <dfn>takes</dfn> is a good solution if you are going Using Playlists for <dfn>takes</dfn> is a good solution if you are going
to need the ability to edit individual takes, and select between them. to need the ability to edit individual takes, and select between them.
</p> </p>
<p> <p>
Each time you start a new take, create a new playlist with Each time you start a new take, create a new playlist with
<kbd class="menu">p &gt; New</kbd> <kbd class="menu">p &gt; New</kbd>
Later, you can Select your way back to previous or later takes as Later, you can Select your way back to previous or later takes as
desired. desired.
</p> </p>
<p> <p>
If you want to create a composite edit from multiple takes, create a new If you want to create a composite edit from multiple takes, create a new
track to assemble the final version, and "cherry pick" from the playlists track to assemble the final version, and "cherry pick" from the playlists
in the original track by copying regions over as required.<br> in the original track by copying regions over as required.<br>
Alternatively, record each successive take on top of the Alternatively, record each successive take on top of the
others in "layers" and then edit them using the layer tools, explained others in "layers" and then edit them using the layer tools, explained
later. later.
</p> </p>
<h2>Using Playlists for Multi-Language Productions</h2> <h2>Using Playlists for Multi-Language Productions</h2>
<p> <p>
The same approach as for takes is useful when you are recording or The same approach as for takes is useful when you are recording or
editing content in multiple versions, such as dubbed movie dialog in editing content in multiple versions, such as dubbed movie dialog in
several languages, and you want all versions on the same track, to several languages, and you want all versions on the same track, to
get the same processing. <br> get the same processing. <br>
Select the appropriate language before exporting the session. Select the appropriate language before exporting the session.
</p> </p>

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@ -4,10 +4,10 @@
</p> </p>
<ul> <ul>
<li> <li>
Global <dfn>preferences</dfn> control general workflow and system Global <dfn>preferences</dfn> control general workflow and system
configuration, and should apply to all sessions. They are located in configuration, and should apply to all sessions. They are located in
<kbd class="menu">Edit &gt; Preferences</kbd> and stored in <kbd class="menu">Edit &gt; Preferences</kbd> and stored in
Ardour's <dfn>user configuration file</dfn> in your home directory. Ardour's <dfn>user configuration file</dfn> in your home directory.
</li> </li>
<li><dfn>Session properties</dfn> control aspects of the workflow or <li><dfn>Session properties</dfn> control aspects of the workflow or
configuration that pertain to the current session only. You can find them configuration that pertain to the current session only. You can find them

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@ -76,5 +76,4 @@
<p> <p>
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>

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@ -5,7 +5,7 @@
</p> </p>
<p> <p>
It can be defined on the timeline or in the It can be defined on the timeline or in the
<a href="@@the-ranges-and-marks-lists">Ranges &amp; Marks</a> <a href="@@the-ranges-and-marks-lists">Ranges &amp; Marks</a>
list. list.
</p> </p>

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@ -1,26 +1,26 @@
<p> <p>
Normally, when you trim regions by dragging with the mouse, it affects Normally, when you trim regions by dragging with the mouse, it affects
only the selected regions. Their lengths are directly affected by the only the selected regions. Their lengths are directly affected by the
trim operation, but nothing else is. Sometimes though, you might like trim operation, but nothing else is. Sometimes though, you might like
to trim a region that directly adjoins another, and keep this relationship to trim a region that directly adjoins another, and keep this relationship
the same&mdash;you are not trying to make one of the regions extend the same&mdash;you are not trying to make one of the regions extend
over the other&mdash;you would like the junction to move in one over the other&mdash;you would like the junction to move in one
direction or the other as part of the trim. This requires trimming both direction or the other as part of the trim. This requires trimming both
regions on either side of the junction, in opposite directions. regions on either side of the junction, in opposite directions.
<dfn>Push/Pull trim</dfn>, activated by pressing shift key before <dfn>Push/Pull trim</dfn>, activated by pressing shift key before
starting the drag, will do just that. Here's a few pictures to show the starting the drag, will do just that. Here's a few pictures to show the
difference in the results of a normal trim and push/pull trim. First, difference in the results of a normal trim and push/pull trim. First,
the initial situation: the initial situation:
</p> </p>
<img src="/images/a3_before_trim.png" alt="region arrangement before trim" /> <img src="/images/a3_before_trim.png" alt="region arrangement before trim" />
<p> <p>
Here is what happens after we trim the right hand (selected) region by Here is what happens after we trim the right hand (selected) region by
dragging its starting position earlier: dragging its starting position earlier:
</p> </p>
<img src="/images/a3_after_trim.png" alt="region arrangement after a trim" /> <img src="/images/a3_after_trim.png" alt="region arrangement after a trim" />
<p> <p>
You can see that it now overlaps the earlier region and a crossfade has You can see that it now overlaps the earlier region and a crossfade has
been created between them. been created between them.
</p> </p>
<p> <p>
@ -29,8 +29,8 @@
</p> </p>
<img src="/images/a3_after_push_trim.png" alt="region arrangement after a push trim" /> <img src="/images/a3_after_push_trim.png" alt="region arrangement after a push trim" />
<p> <p>
There is no overlap, and the end of the earlier region has been moved There is no overlap, and the end of the earlier region has been moved
along with the start of the later region, so that they still directly along with the start of the later region, so that they still directly
adjoin each other. adjoin each other.
</p> </p>

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@ -1,4 +1,4 @@
<p><img src="/images/a3_quantize.png" alt="quantize dialog" /></p> <p><img src="/images/a3_quantize.png" alt="quantize dialog" /></p>
<p>Accessed via <kbd>q</kbd>, the dialog includes:</p> <p>Accessed via <kbd>q</kbd>, the dialog includes:</p>
<ul> <ul>

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@ -2,20 +2,20 @@
<p> <p>
In the editor window, right clicking (context clicking) on a region In the editor window, right clicking (context clicking) on a region
displays a menu with <dfn>track and region operations</dfn>. The menu begins with the displays a menu with <dfn>track and region operations</dfn>. The menu begins with the
name of the region, or <kbd class="menu">Selected Regions</kbd> if multiple name of the region, or <kbd class="menu">Selected Regions</kbd> if multiple
regions are selected. regions are selected.
</p> </p>
<p> <p>
If there is more than one region layered at the point where you clicked, the If there is more than one region layered at the point where you clicked, the
menu will also contain an item <kbd class="menu">Choose Top</kbd>. This menu will also contain an item <kbd class="menu">Choose Top</kbd>. This
dialog lets you select which region you want on the top <dfn>layer</dfn>. See dialog lets you select which region you want on the top <dfn>layer</dfn>. See
<a href="@@layering-display">Adjusting Region Layering</a> for more details. <a href="@@layering-display">Adjusting Region Layering</a> for more details.
</p> </p>
<p> <p>
Below these items is the rest of the Below these items is the rest of the
<a href="@@track-context-menu">Track Context Menu</a>, which <a href="@@track-context-menu">Track Context Menu</a>, which
provides access to <dfn>track-level operations</dfn>. To see the contents provides access to <dfn>track-level operations</dfn>. To see the contents
of the region context menu, select the region name or "Selected Regions", and of the region context menu, select the region name or "Selected Regions", and
the following submenu structure appears: the following submenu structure appears:
</p> </p>
<dl class="narrower-table"> <dl class="narrower-table">

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@ -1,4 +1,4 @@
<p><dfn>Region names</dfn> are initially derived from either</p> <p><dfn>Region names</dfn> are initially derived from either</p>
<ul> <ul>
<li>the name of the playlist for which they were recorded,</li> <li>the name of the playlist for which they were recorded,</li>
@ -14,51 +14,51 @@
<p> <p>
These are not audio files, but regions that represent the full extent of an These are not audio files, but regions that represent the full extent of an
audio file. Every time a new recording is done, or a new file is imported audio file. Every time a new recording is done, or a new file is imported
to the session, a new region is created that represents the <dfn>entire audio to the session, a new region is created that represents the <dfn>entire audio
file</dfn>. This region will have the name of the track/playlist/original file, file</dfn>. This region will have the name of the track/playlist/original file,
followed by a "-", then a number plus a dot and then a number. followed by a "-", then a number plus a dot and then a number.
</p> </p>
<p> <p>
For <dfn>recorded regions</dfn>, the number will increase each time a new recording For <dfn>recorded regions</dfn>, the number will increase each time a new recording
is made. So, for example, if there is a playlist called is made. So, for example, if there is a playlist called
<samp>Didgeridoo</samp>, the <samp>Didgeridoo</samp>, the
first recorded whole file region for that playlist will be called first recorded whole file region for that playlist will be called
<samp>Digderidoo-1</samp>. The next one will be <samp>Digeridoo-2</samp> and so on. <samp>Digderidoo-1</samp>. The next one will be <samp>Digeridoo-2</samp> and so on.
</p> </p>
<p> <p>
For <dfn>imported regions</dfn>, the region name will be based on the original file For <dfn>imported regions</dfn>, the region name will be based on the original file
name, but with any final suffix (e.g. ".wav" or ".aiff") removed. name, but with any final suffix (e.g. ".wav" or ".aiff") removed.
</p> </p>
<p> <p>
Normally, whole file regions are not inserted into tracks or playlists, Normally, whole file regions are not inserted into tracks or playlists,
but regions derived from them are. The whole-file versions live in the but regions derived from them are. The whole-file versions live in the
editor region list where they act as an organizing mechanism for regions editor region list where they act as an organizing mechanism for regions
that are derived from them. that are derived from them.
</p> </p>
<h2>Normal Region Names</h2> <h2>Normal Region Names</h2>
<p> <p>
When a region is inserted into a track and playlist, its initial name will When a region is inserted into a track and playlist, its initial name will
end in a <dfn>version number</dfn>, such as <samp>.1</samp>. For a recorded region, end in a <dfn>version number</dfn>, such as <samp>.1</samp>. For a recorded region,
if the whole file region was <samp>Hang drum-1</samp>, then the region in if the whole file region was <samp>Hang drum-1</samp>, then the region in
the track will appear with the name <samp>Hang drum-1.1</samp>. For an the track will appear with the name <samp>Hang drum-1.1</samp>. For an
imported region, if the whole file region was <samp>Bach:Invention3</samp>, imported region, if the whole file region was <samp>Bach:Invention3</samp>,
then the region in the track will appear with the name then the region in the track will appear with the name
<samp>Bach:Invention3.1</samp>. <samp>Bach:Invention3.1</samp>.
</p> </p>
<h2>Copied Region Names</h2> <h2>Copied Region Names</h2>
<p> <p>
If you <dfn>copy a region</dfn>, it initially shares the same name as the original. If you <dfn>copy a region</dfn>, it initially shares the same name as the original.
When you perform an operation modifies one of the copies, Ardour will When you perform an operation modifies one of the copies, Ardour will
increment the version number on the particular copy that changed. increment the version number on the particular copy that changed.
</p> </p>
<h2>Renaming Regions</h2> <h2>Renaming Regions</h2>
<p> <p>
You can <dfn>rename a region</dfn> at any time. Use the region context menu to You can <dfn>rename a region</dfn> at any time. Use the region context menu to
pop up the <kbd class="menu">Rename</kbd> dialog. The new name does not need to pop up the <kbd class="menu">Rename</kbd> dialog. The new name does not need to
have a version number in it (in fact, it probably should not). Ardour will add a have a version number in it (in fact, it probably should not). Ardour will add a
version number in the future if needed (e.g. if you copy or split the region). version number in the future if needed (e.g. if you copy or split the region).
</p> </p>

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@ -1,4 +1,4 @@
<p> <p>
Use <kbd class="menu">Session &gt; Rename</kbd> to give the session a new Use <kbd class="menu">Session &gt; Rename</kbd> to give the session a new
name. A dialog will appear asking for the new name. name. A dialog will appear asking for the new name.

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@ -1,20 +1,20 @@
<p> <p>
A <dfn>tag</dfn> is bit of information, or metadata, that is associated A <dfn>tag</dfn> is bit of information, or metadata, that is associated
with a data file. Specifically, tags are keywords or terms that you feel with a data file. Specifically, tags are keywords or terms that you feel
have some relevance to a particular soundfile. Ardour can store these tags have some relevance to a particular soundfile. Ardour can store these tags
in a searchable <dfn>database</dfn> so that you can quickly search for sounds based in a searchable <dfn>database</dfn> so that you can quickly search for sounds based
on the tags that you have assigned to them. on the tags that you have assigned to them.
</p> </p>
<p> <p>
For example you can assign the term <kbd class="input">120bpm</kbd> to a For example you can assign the term <kbd class="input">120bpm</kbd> to a
sound, and then when you search for this tag, the file will appear in the sound, and then when you search for this tag, the file will appear in the
search list. Tags are independent of the filename or anything else about search list. Tags are independent of the filename or anything else about
the file. Tags, and the file paths that they are associated with, are the file. Tags, and the file paths that they are associated with, are
stored in a file called <samp>sfdb</samp> in your Ardour user folder. stored in a file called <samp>sfdb</samp> in your Ardour user folder.
</p> </p>
<p> <p>
To <dfn>add tags</dfn> to a given file, open the <kbd class="menu">Session &gt; Import</kbd> To <dfn>add tags</dfn> to a given file, open the <kbd class="menu">Session &gt; Import</kbd>
dialog, select the file in the browser, and type new tags into tag area in dialog, select the file in the browser, and type new tags into tag area in
the soundfile information box on the right.<br/> the soundfile information box on the right.<br/>
Tags are stored when the input box loses focus, there is no need to Tags are stored when the input box loses focus, there is no need to
@ -22,9 +22,9 @@
</p> </p>
<p> <p>
You can <dfn>search</dfn> for specific tags in the <kbd You can <dfn>search</dfn> for specific tags in the <kbd
class="menu">Search Tags</kbd> tab of the same dialog. Files which have class="menu">Search Tags</kbd> tab of the same dialog. Files which have
been tagged with the relevant terms will appear in the results window. been tagged with the relevant terms will appear in the results window.
Selected files can be auditioned and marked with additional tags if Selected files can be auditioned and marked with additional tags if
required. required.
</p> </p>

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@ -6,21 +6,21 @@
class="mod3 mouse">Left</kbd>. class="mod3 mouse">Left</kbd>.
</p> </p>
<p> <p>
By default, <dfn>selecting regions</dfn> has no impact on By default, <dfn>selecting regions</dfn> has no impact on
<dfn>track selection</dfn>. <dfn>track selection</dfn>.
You can select a track, then select a region in another track You can select a track, then select a region in another track
(or vice versa) and both selections will co-exist happily. (or vice versa) and both selections will co-exist happily.
Operations that are applied to tracks will use the track selection, Operations that are applied to tracks will use the track selection,
and those that apply to regions will use the region selection. and those that apply to regions will use the region selection.
Similarly, deselecting a region will not deselect the track it Similarly, deselecting a region will not deselect the track it
is in (if that track was selected). is in (if that track was selected).
</p> </p>
<p> <p>
In some workflows, and particularly if you have experience with In some workflows, and particularly if you have experience with
other <abbr title="Digital Audio Workstation">DAW</abbr>s, this other <abbr title="Digital Audio Workstation">DAW</abbr>s, this
is not the most comfortable way to work. You may prefer to work is not the most comfortable way to work. You may prefer to work
in a style where selecting a region will also select the track in a style where selecting a region will also select the track
that the region is in. Similarly, when the last selected region that the region is in. Similarly, when the last selected region
in a track is deselected, the track will also become unselected. in a track is deselected, the track will also become unselected.
</p> </p>
<p> <p>

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@ -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>

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@ -1,10 +1,10 @@
<p> <p>
A final new editing feature is an operation in the context menu of a A final new editing feature is an operation in the context menu of a
range labelled <kbd class="menu">Separate Regions Under Range</kbd>. range labelled <kbd class="menu">Separate Regions Under Range</kbd>.
This splits any selected regions that are covered by the range at both This splits any selected regions that are covered by the range at both
ends of the range (or just one, if the range only covers part of the ends of the range (or just one, if the range only covers part of the
region). This makes it easy to generate regions that correspond region). This makes it easy to generate regions that correspond
precisely to a range. precisely to a range.
</p> </p>

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@ -1,24 +1,24 @@
<p> <p>
You may have a situation where you have positioned one region over another, You may have a situation where you have positioned one region over another,
and you just want to cut the lower region so that it directly adjoins both and you just want to cut the lower region so that it directly adjoins both
ends of the overlapping one, with no overlaps. To do this, select the upper ends of the overlapping one, with no overlaps. To do this, select the upper
region, then choose <kbd class="menu">Edit &gt; Separate &gt; Separate region, then choose <kbd class="menu">Edit &gt; Separate &gt; Separate
Under</kbd>. This will split the lower region so that it no longer overlaps Under</kbd>. This will split the lower region so that it no longer overlaps
the upper region at all. <br> the upper region at all. <br>
Here is an example where we start with a short region placed so that it Here is an example where we start with a short region placed so that it
overlaps a longer region: overlaps a longer region:
</p> </p>
<img src="/images/a3_before_separate_under.png" alt="region arrangement before separate under" /> <img src="/images/a3_before_separate_under.png" alt="region arrangement before separate under" />
<p> <p>
When we perform the <dfn>Separate Under</dfn> edit, the lower region splits When we perform the <dfn>Separate Under</dfn> edit, the lower region splits
in two, with boundaries exactly positioned at the edges of the upper region: in two, with boundaries exactly positioned at the edges of the upper region:
</p> </p>
<img src="/images/a3_after_separate_under.png" alt="region arrangement after separate under" /> <img src="/images/a3_after_separate_under.png" alt="region arrangement after separate under" />
<p> <p>
If the upper region covers only one end of the lower region, then this If the upper region covers only one end of the lower region, then this
operation is equivalent to operation is equivalent to
<a href="@@trimming-regions#trimtonextprevious">Trim to Next or Trim to Previous</a>, <a href="@@trimming-regions#trimtonextprevious">Trim to Next or Trim to Previous</a>,
depending on which end is covered. depending on which end is covered.
</p> </p>

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@ -8,16 +8,16 @@
<ul> <ul>
<li> <li>
<dfn>MIDI Options</dfn> <dfn>MIDI Options</dfn>
<ul> <ul>
<li> <li>
If <dfn>MIDI region copies are independent</dfn> is selected, when a If <dfn>MIDI region copies are independent</dfn> is selected, when a
MIDI region is copied or duplicated, the new region is not linked to MIDI region is copied or duplicated, the new region is not linked to
the region it was copied from. If it is not selected, the copied regions the region it was copied from. If it is not selected, the copied regions
are linked and any editing of one of the linked regions changes all are linked and any editing of one of the linked regions changes all
of the linked regions. of the linked regions.
</li> </li>
<li> <li>
The <dfn>Editor</dfn> can be configured to handle overlapping MIDI notes The <dfn>Editor</dfn> can be configured to handle overlapping MIDI notes
several ways. several ways.
<ul> <ul>
<li>never allow them</li> <li>never allow them</li>
@ -38,7 +38,7 @@
</ul> </ul>
</li> </li>
<li> <li>
Settings from the session properties dialogs can be saved to the Settings from the session properties dialogs can be saved to the
default session template. default session template.
</li> </li>
</ul> </ul>

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@ -1,6 +1,6 @@
<p> <p>
<dfn>Session templates</dfn> are a way to store the setup of a session <dfn>Session templates</dfn> are a way to store the setup of a session
for future use. They do not store any <em>audio</em> data but can store:</p> for future use. They do not store any <em>audio</em> data but can store:</p>
<ul> <ul>
<li>The number of tracks and busses, along with their names</li> <li>The number of tracks and busses, along with their names</li>
@ -10,22 +10,22 @@
<h2>Creating a Session Template</h2> <h2>Creating a Session Template</h2>
<p> <p>
Choose <kbd class="menu">Session &gt; Save Template</kbd>. A dialog will ask Choose <kbd class="menu">Session &gt; Save Template</kbd>. A dialog will ask
you for the name of the new template. you for the name of the new template.
</p> </p>
<h2>Using a Session Template</h2> <h2>Using a Session Template</h2>
<p> <p>
In the New Session dialog, choose the desired template from the combo In the New Session dialog, choose the desired template from the combo
selector. selector.
</p> </p>
<p> <p>
Note that you can also use an existing session as a template, without Note that you can also use an existing session as a template, without
saving it as one. This is available as an option in the New Session dialog. saving it as one. This is available as an option in the New Session dialog.
Doing this will not alter the existing session at all, but will use its track, Doing this will not alter the existing session at all, but will use its track,
bus and plugin configuration just like a template. bus and plugin configuration just like a template.
</p> </p>
<p> <p>
See also <a href="@@adding-tracks-busses-and-vcas">Adding Tracks and Busses</a> for information See also <a href="@@adding-tracks-busses-and-vcas">Adding Tracks and Busses</a> for information
on templates for individual tracks or busses. on templates for individual tracks or busses.
</p> </p>

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@ -4,7 +4,7 @@
<dfn><abbr title="Musical Instrument Digital <dfn><abbr title="Musical Instrument Digital
Interface">MIDI</abbr></dfn> is a way to describe musical Interface">MIDI</abbr></dfn> is a way to describe musical
performances and to control music hardware and software. performances and to control music hardware and software.
</p> </p>
<p>Ardour can import and record MIDI data, and perform a variety of <p>Ardour can import and record MIDI data, and perform a variety of
editing operations on it. Furthermore, MIDI can be used to control editing operations on it. Furthermore, MIDI can be used to control
various functions of Ardour. various functions of Ardour.
@ -13,12 +13,12 @@
<h2>MIDI Handling Frameworks</h2> <h2>MIDI Handling Frameworks</h2>
<p> <p>
MIDI input and output for Ardour are handled by the same "engine" MIDI input and output for Ardour are handled by the same "engine"
that handles audio input and output. that handles audio input and output.
</p> </p>
<dl> <dl>
<dt>OS X</dt> <dt>OS X</dt>
<dd> <dfn>CoreMIDI</dfn> is the standard MIDI framework on OSX systems. <dd> <dfn>CoreMIDI</dfn> is the standard MIDI framework on OSX systems.
</dd> </dd>
<dt>Linux</dt> <dt>Linux</dt>
<dd> <dd>
@ -39,7 +39,7 @@
ports). By contrast, JACK MIDI ports show up under ports). By contrast, JACK MIDI ports show up under
the <kbd class="menu">MIDI</kbd> tab in QJackCtl. the <kbd class="menu">MIDI</kbd> tab in QJackCtl.
</p> </p>
<h2>JACK MIDI Configuration</h2> <h2>JACK MIDI Configuration</h2>
<p> <p>
By default, JACK will <strong>not</strong> automatically detect and use existing MIDI By default, JACK will <strong>not</strong> automatically detect and use existing MIDI

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@ -1,4 +1,4 @@
<p> <p>
Using a general purpose computer for recording digital audio is not Using a general purpose computer for recording digital audio is not
trivial. This chapter will guide you through the basic steps and help trivial. This chapter will guide you through the basic steps and help

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@ -1,6 +1,6 @@
<p> <p>
Ardour does most of its internal <dfn>signal routing</dfn> via JACK: Ardour does most of its internal <dfn>signal routing</dfn> via JACK:
all track and bus inputs and outputs are JACK ports, as are sends and all track and bus inputs and outputs are JACK ports, as are sends and
inserts, which means they can be tapped into by other JACK clients. inserts, which means they can be tapped into by other JACK clients.
Only the signal flow inside a track or bus (i.e. from <a Only the signal flow inside a track or bus (i.e. from <a
@ -11,7 +11,7 @@
<ul> <ul>
<li> <li>
<dfn>Track inputs</dfn> are optionally auto-connected to hardware inputs, in round robin <dfn>Track inputs</dfn> are optionally auto-connected to hardware inputs, in round robin
order, depending on the setting you chose in the order, depending on the setting you chose in the
<a href="@@newopen-session-dialog"><kbd <a href="@@newopen-session-dialog"><kbd
class="menu">Session &gt; New Session</kbd> dialog</a>. class="menu">Session &gt; New Session</kbd> dialog</a>.
</li> </li>
@ -30,14 +30,14 @@
</li> </li>
</ul> </ul>
<p> <p>
This configuration is sufficient to do basic tracking and playback of many This configuration is sufficient to do basic tracking and playback of many
sessions without any adjustment by the user. If you are using Ardour and sessions without any adjustment by the user. If you are using Ardour and
start to change these connections, be certain that you have a good reason start to change these connections, be certain that you have a good reason
to do so&mdash;it is generally not necessary and often leads to problems. to do so&mdash;it is generally not necessary and often leads to problems.
</p> </p>
<p> <p>
However, for many workflows during mixing, more complicated signal routing However, for many workflows during mixing, more complicated signal routing
is required. Ardour offers many possibilties for connecting things in the is required. Ardour offers many possibilties for connecting things in the
way you may need or want them. way you may need or want them.
</p> </p>

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@ -15,7 +15,7 @@
<p> <p>
Your Nucleus comes complete with a number of "profiles" for a few Your Nucleus comes complete with a number of "profiles" for a few
well-known DAWs. At the time of writing it does not include one for well-known DAWs. At the time of writing it does not include one for
Ardour (or related products such as Harrison Mixbus). Ardour (or related products such as Harrison Mixbus).
</p> </p>
<p> <p>
We have prepared a profile in which as many buttons as possible send We have prepared a profile in which as many buttons as possible send
@ -124,7 +124,7 @@
</ul> </ul>
<p> <p>
You should choose "ipMIDI port 1", "ipMIDI port 1", "ipMIDI port 2" You should choose "ipMIDI port 1", "ipMIDI port 1", "ipMIDI port 2"
and "ipMIDI port 2" for each of the 4 combo/dropdown selectors. and "ipMIDI port 2" for each of the 4 combo/dropdown selectors.
</p> </p>
<p> <p>
Communication should be automatically established with the Nucleus. Communication should be automatically established with the Nucleus.

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@ -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>

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@ -1,6 +1,6 @@
<p> <p>
<dfn>Stem exports</dfn> are covered fully in the <dfn>Stem exports</dfn> are covered fully in the
<a href="@@mixdown">Export</a> chapter. A stem export creates one file <a href="@@mixdown">Export</a> chapter. A stem export creates one file
per track, starting at the beginning of the session. You can then import per track, starting at the beginning of the session. You can then import
each track into another DAW and begin working on it. You lose all data each track into another DAW and begin working on it. You lose all data

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