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
#
# Get the parent at this level
#
@ -200,20 +201,24 @@ def GetParent(fs, pos):
return pos
#
# Creates the BreadCrumbs
#
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
breadcrumbs = ' <span class="divider">&gt;</span> <li class="active">'+ fs[pos]['title'] + '</li>'
while pos >= 0:
pos = GetParent(fs,pos)
pos = GetParent(fs, pos)
if pos >= 0:
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>'
return breadcrumbs
#
# 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.)
@ -443,9 +448,9 @@ for header in fileStruct:
elif level == 2:
toc = toc + ' <a id=subchapter href="/' + header['filename'] + '/">' + header['title'] + '</a><br>\n'
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:
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
if HaveChildren(fileStruct, pageNumber):
@ -555,3 +560,4 @@ tocFile.close()
if not quiet:
print('Processed ' + str(fileCount) + ' files.')

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

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@ -1,20 +1,26 @@
<p>In addition to this documentation, you may check a variety of other
<dfn>resources</dfn>:</p>
<p>
In addition to this documentation, there are a variety of other
<dfn>resources</dfn>:
</p>
<ul>
<li>the <a href="https://ardour.org/whatsnew.html">Ardour release
notes</a></li>
<li>the <a href="https://community.ardour.org/forums">Ardour
Forums</a></li>
<li>the <a href="https://ardour.org/whatsnew.html">Ardour release notes</a>
</li>
<li>the <a href="https://community.ardour.org/forums">Ardour Forums</a></li>
<li>information about <a href="https://community.ardour.org/community">Ardour
Support</a> via mailing lists and IRC (chat)</li>
</ul>
<p>
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
users to help you if you run into problems.<br>
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. If you can, keep your chat
window open, so that you don't miss a belated answer.
development and debugging is done, and there are plenty of experienced users
to help if problems are encountered when using Ardour.
</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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@ -94,3 +94,4 @@
any unused take or reference material out of the backup, reducing the archive's
global file size.
</p>

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@ -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>
Ardour offers a number of different ways for you to interact with it.
This chapter provides information on basic techniques for <dfn>entering
text</dfn>, <dfn>making selections</dfn>, and <dfn>using shortcuts</dfn>.
By default, Ardour will show helpful <dfn>tooltips</dfn> about the purpose
and use of each <abbr title="Graphical User Interface">GUI</abbr> element if
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>

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@ -1,111 +1,124 @@
<p>
Ardour can be used in many different ways, from extremely simple to
extremely complex. Many projects will be handled using the following
kind of <dfn>workflow</dfn>.
Ardour can be used in many different ways, from extremely simple to extremely
complex. Many projects can be handled using the following kind of
<dfn>workflow</dfn>:
</p>
<h2>Stage 1: Creating Your Project</h2>
<h2>Stage 1: Creating The Project</h2>
<p>
The first step is to create a new <dfn>session</dfn>, or open an
existing one. A session consists of a folder containing a session file
that defines all the information about the session. All media files used
by the session can be stored within the session folder.
</p>
<p>
More details on sessions can be found in
<a href="@@sessions">Working With Sessions</a>.
The first step is to create a new <dfn>session</dfn>, or open an existing
one. A session consists of a folder containing a session file that defines
all the information about the session. All media files used by the session
are usually stored within the session folder.
</p>
<h2>Stage 2: Creating and Importing Audio and MIDI data</h2>
<p>
Once you have a session, you will want to add some audio and/or MIDI
material to it, which can be done in one of 3 ways:
<p class="note">
More details on sessions can be found in <a href="@@sessions">Sessions</a>
chapter.
</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>
<li><dfn>Record</dfn> incoming audio or MIDI data, either via audio or MIDI hardware
connected to your computer, or from other applications.</li>
<li><dfn>Create</dfn> new MIDI data using the mouse and/or various dialogs</li>
<li><dfn>Record</dfn> incoming audio or MIDI data, either via audio or MIDI
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>Import</dfn> existing media files into the session</li>
</ul>
<p>
<dfn>MIDI recordings</dfn> consist of performance data ("play note X at
time T") rather than actual sound. As a result, they are more flexible
than actual audio, since the precise sound that they will generate when
played depends on where you send the MIDI to.<br>
Two different synthesizers may produce very different sound in response
to the same incoming MIDI data.
<dfn>MIDI recordings</dfn> consist of performance data ("play note X at time
T") rather than actual sound. As a result, they are more flexible than actual
audio, since the precise sound that they will generate when played depends on
where the MIDI data is sent to. Two different synthesizers may produce very
different sounds in response to the same incoming MIDI data.
</p>
<p>
<dfn>Audio recordings</dfn> can be made from external instruments with
electrical outputs (keyboards, guitars etc.) or via microphones from
acoustic instruments.
electrical outputs (keyboards, guitars, etc.), or via microphones or other sound capturing equipment.
</p>
<p>
Ardour uses the <dfn>JACK Audio Connection Kit</dfn> for all audio and
MIDI I/O, which means that recording audio/MIDI from other applications
is fundamentally identical to recording audio/MIDI from your audio/MIDI
hardware.
Ardour uses the <dfn>JACK Audio Connection Kit</dfn> for all audio and MIDI
I/O, which means that recording audio/MIDI from other applications is
fundamentally identical to recording audio/MIDI from audio/MIDI hardware.
</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>
<p>
Once you have some material within the session, you can start to arrange
it in time. This is done in one of the two main windows of Ardour, the
<dfn>Editor</dfn> 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.
Once there is material within the session, it can be arranged in time. This
is done in one of the two main windows of Ardour: the <dfn>Editor</dfn>
window.
</p>
<h2>Stage 4: Mixing and Adding Effects</h2>
<p>
Once you have the arrangement of your session mostly complete, you will
typically move on to the <dfn>mixing</dfn> phase. Mixing is a broad term
to cover the way the audio signals that your session generates during
playback and processed and added together into a final result that you
actually hear. 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.
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. Regions can be copied, shortened, moved, and
deleted without changing the actual data stored in the session at
all&mdash;Ardour is a <dfn>non-destructive</dfn> editor. (Almost) nothing
done while editing will ever modify the files stored on disk (with the
exception of the session file itself).
</p>
<p>
Ardour will allow you to <dfn>automate</dfn> changes to any mixing
parameters (such as volume, panning, and effects controls)&mdash;it will
record the changes you make 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 you need will vary in one part of
a session compared to another&mdash;rather than using a single setting
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
of this relatively simple.
Many <dfn>transformations</dfn> can be done to the contents of regions, again
without altering anything on disk. It is possible to alter, move, and delete
MIDI notes, and remove silence from audio regions, for example.
</p>
<p class=fixme>Sanity check: deleting MIDI notes doesn't change them on disk? Isn't anything done to MIDI a destructive operation?</p>
<h2>Stage 4: Mixing and Adding Effects</h2>
<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>
<h2>Stage 5: Export</h2>
<p>
Once you are really satisfied with the arrangement and mix of your
session, you will typically want to produce a single audio file that
contains a ready-to-listen to version of the work. Ardour will allow you to
<dfn>export</dfn> audio files in a variety of formats (simultaneously in
some cases). This exported file would typically be used in creating a CD,
or be the basis for digital distribution of the work.
</p>
<p>
Of course sometimes you will want to do export material that isn't finished
yet, for example to give a copy to someone else to try to mix on their own
system. Ardour will allow you to export as much of a session as you want, at
any time, in any supported format.
Once the arrangement and mix of the session is finalized, a single audio file
that contains a ready-to-listen to version of the work is usually desired.
Ardour allows the <dfn>exporting</dfn> of audio files in a variety of formats
(simultaneously in some cases). This exported file would typically be used in
creating a CD, or be the basis for digital distribution of the work.
</p>
<p>
Of course it is sometimes desirable to export material that isn't finished
yet&mdash;for example, to give a copy to another party to mix on their own
system. Ardour allows exporting as much of a session as desired, at any
time, in any supported format.
</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>
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>
<kbd>S</kbd> for <kbd class="menu">Region &gt; Edit &gt; Split"</kbd>
or<br>
<kbd>P</kbd> for <kbd class="menu">Transport &gt; Playhead &gt; Playhead to Mouse</kbd>.
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:
</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 (sub-) menu, hover over the item with the mouse and press
<kbd>S</kbd> for <kbd class="menu">Region &gt; Edit &gt; Split</kbd>
</p>
<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.
</p>
<p class="warning">
Ardour will silently re-assign the binding if you use a key
combination that is already in use, possibly removing a standard
keyboard shortcut without warning you. That might lead to confusion
when you ask other users for help, and they explain something in terms
of a standard key binding, which will then have a completely
different effect on your system.
Ardour will silently reassign the binding of a key combination that is
already in use, possibly removing a standard keyboard shortcut without any
warning. This might lead to confusion when asking for help&mdash;when the
explanation is given in terms of a standard key binding&mdash;which will have
a completely different effect on the system with the modified key bindings.
</p>
<p>
@ -37,8 +52,8 @@
</p>
<p>
The conventions for using modifier keys (<kbd class="mod1">&nbsp;</kbd>, <kbd
class="mod2">&nbsp;</kbd>, <kbd class="mod3">&nbsp;</kbd> etc.) differ among platforms, so we
provide different default bindings for each.
The conventions for using modifier keys (<kbd class="mod1n"></kbd>, <kbd
class="mod2n"></kbd>, <kbd class="mod3n"></kbd>, etc.) differ among
platforms, so different default bindings for each are provided.
</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>

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -1,54 +0,0 @@
<p>
Ardour follows the conventions used by most other computer software
(including other DAWs) for <dfn>selecting objects</dfn> in the
<abbr title="Graphical User Interface">GUI</abbr>.
</p>
<h2>Selecting individual objects</h2>
<p>
Clicking on an object (sometimes on a particular part of its
on-screen representation) will select the object, and deselect other
similar objects.
</p>
<h2>Selecting multiple (similar) objects</h2>
<p>
A <kbd class="mod1 mouse">left</kbd> click on an object toggles its
<samp>selected</samp> status, so using <kbd class="mod1 mouse">left</kbd>
on a series of objects will select (or deselect) each one of them. You can
construct completely arbitrary selections with this technique.
</p>
<h2>Selecting a range of objects</h2>
<p>
In cases where the idea of "select all objects between this one and that
one" makes sense, you can select one object and then click
<kbd class="mod3 mouse">left</kbd> on another to select both of them as
well as all objects in between.
</p>
<h2>Time range selection</h2>
<p>
To select a time <dfn>range</dfn> in the Editor,
click <kbd class="mouse">Left</kbd> and drag the mouse.
A <kbd class="mod1 mouse">Left</kbd> drag then lets you create other
ranges and a <kbd class="mod3 mouse">left</kbd> click extends a range
to cover a wider area.
</p>
<h2>Selection Undo</h2>
<p>
The set of objects (including time range) that are selected at any one
time is known as the selection.
Each time you select or deselect an object, the new selection is stored in an
undo/redo stack.
This stack is cleared each time the content of the timeline changes.
If you have built up a complex selection and then accidentally cleared it,
choosing <kbd class="menu">Edit &gt; Undo Selection Change</kbd> will restore your
previous selection.
If you then decide that you had in fact made the correct change, choosing
<kbd class="menu">Edit &gt; Redo Selection Change</kbd> will take you back
to where you were before you chose <kbd class="menu">Edit &gt; Undo Selection Change</kbd>.
</p>

View File

@ -1,30 +1,42 @@
<p>
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>
<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>
<li>double click on an Ardour session file in your platform's file manager</li>
<li>on Linux, you can also start Ardour on the command line (see below)</li>
<li>by double-clicking on an Ardour session file in the platform's file
manager
</li>
<li>on Linux, Ardour can also be started via the command line (see below)
</li>
</ul>
<p>
When Ardour is run for the very first time, a special dialog is displayed
that will ask you several questions about your setup. You will not be asked
these questions again, but you can always modify your choices via the
that will ask several questions about the system's setup. The questions will
not be asked again, but the choices thus made can always be modified via the
<kbd class="menu">Edit &gt; Preferences</kbd> dialog.
</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
necessary, but will provide you with more control and options over JACK's operation.
You can start JACK through its <abbr title="Command Line Interface">CLI</abbr>, or 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>.
If JACK is needed, in general, it is sensible to start it <em>before</em>
Ardour is run. Though this is not strictly necessary, it will provide more
control and options over JACK's operation. JACK can be started through the
<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>
If you open Ardour without specifying an existing session it will display
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 class="note">
If Ardour is opened without specifying an existing session, it will display
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>
<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
command line. Type the following command in a terminal window:
</p>
<kbd class="cmd lin">Ardour5</kbd>
<p>
To start Ardour with an existing session:
To start Ardour with an existing session, use:
</p>
<kbd class="cmd lin">Ardour5 <em>/path/to/session</em></kbd>
<p>
replacing /path/to/session with the actual path to your session. You can
specify either the session folder or any session file inside the folder,
Replace /path/to/session with the actual path of the session. Either the
session folder or any session file inside the folder can be specified,
including snapshots.
</p>
<p>
To start Ardour with a new, named session:
To start Ardour with a new, named session, use:
</p>
<kbd class="cmd lin">Ardour5 -N <em>/path/to/session</em></kbd>

View File

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

View File

@ -1,15 +0,0 @@
<p>
By default, Ardour will show helpful <dfn>tooltips</dfn> about
the purpose and use of each <abbr title="Graphical User
Interface">GUI</abbr> element if you position the pointer
over it and hover there for a short while.
These little pop-up messages can be a good way to discover the
purpose of many aspects of the GUI.
</p>
<p>
Pop-ups can be distracting for experienced users, who may opt to
disable them via <kbd class="optoff">Edit &gt; Preferences &gt; GUI &gt;
Show tooltip if mouse hovers over a control</kbd>.
</p>

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

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@ -1,33 +0,0 @@
<p>
While editing, it happens that you apply an unintended change, or make
a choice one that you later decide was wrong. All changes to the
arrangement of session components (regions, control points) along the
timeline can be <dfn>undone</dfn> (and <dfn>redone</dfn> if necessary).
</p>
<p>
The default keybindings are <kbd class="mod1">Z</kbd> for Undo and
<kbd class="mod1">R</kbd> for Redo. These match the conventions of most
other applications that provide undo/redo.
</p>
<p>
Changes are also saved to the <dfn>session history</dfn> file, so that
undo/redo is possible even if you close the session and reopen it later,
even if you quit Ardour in between.
</p>
<p>
The maximum number of changes that can be undone can be configured under
<kbd class="menu">Edit &gt; Preferences &gt; Misc &gt; Undo</kbd>.
The maximum number of changes stored in the history file is a separate
parameter, and can also be set in the same place.
</p>
<p class="note">
In addition to the normal undo (which works only on actions that change
the timeline), there is a <dfn>visual undo</dfn> which will revert any
command that affects the display of the editor window. Its shortcut is
<kbd class="mod3">Z</kbd>.
There is also an undo for selection. See
<a href="@@selection-techniques">Selection Techniques</a> for more information.
</p>

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

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

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

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

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

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

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