Total rework of the *Ardour's Interface* part

This commit is contained in:
Ed Ward 2017-01-13 11:32:49 +01:00
parent 3dbd215ac7
commit 7a9da70647
253 changed files with 1869 additions and 558 deletions

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---
layout: default
title: Introducing the Editor Window
---
{% children %}

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---
layout: default
title: Region List
---
<p>The region list shows all the regions in the session. The left-hand column gives the region name, and there are a range of times given for information:</p>
<dl>
<dt>Position</dt><dd>position of the start of the region on the global timeline</dd>
<dt>End</dt><dd>position of the region on the global timeline</dd>
<dt>Length</dt><dd>duration of the region</dd>
<dt>Sync</dt><dd>position of the sync point, relative to the start of region (can be negative)</dd>
<dt>Fade In</dt><dd>duration of the fade in. Can't be less than 1 ms, to avoid clipping.</dd>
<dt>Fade Out</dt><dd>duration of the fade out (positive value, &ge; 1 ms).</dd>
</dl>
<p>The units used to display those times are those used for the clock, so changing the units on the clocks change the display of this values.
<p>At the right of the list are four columns of flags that can be altered:</p>
<dl>
<dt>L</dt>
<dd>whether the region position is locked, so that it cannot be moved.</dd>
<dt>G</dt>
<dd>whether the region's position is &lsquo;glued&rsquo; to bars and beats. If so, the region will stay at the same position in bars and beats even if the tempo and/or time signature change.</dd>
<dt>M</dt>
<dd>whether the region is muted, so that it will not be heard.</dd>
<dt>O</dt>
<dd>whether the region is opaque; opaque regions &lsquo;block&rsquo; regions below them from being heard, whereas &lsquo;transparent&rsquo; regions have their contents mixed with whatever is underneath. </dd>
</dl>
<p>Hovering the mouse pointer over a column heading shows a tool-tip which can be handy to remember what the columns are for.</p>
<p>A handy feature of the region list is that its regions can be dragged and dropped into a suitable track in the session.</p>

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---
layout: default
title: Tracks &amp; Busses List
---
<p>This lists the tracks and busses that are present in the session. The list order reflects the order in the editor, and you can drag-and-drop track or bus names in the editor list to re-order them in the editor. The columns in the list represent the following:</p>
<dl>
<dt id="visible">V</dt>
<dd>whether the track or bus is visible; they can be hidden, in which case they will still play, but just not be visible in the editor; this can be useful for keeping the display uncluttered.</dd>
<dt id="active">A</dt>
<dd>whether the track or bus is active; unactive tracks will not play, and will not consume any CPU.</dd>
<dt id="input">I</dt>
<dd>for MIDI tracks, whether the MIDI input is enabled; this dictates whether MIDI data from the track's inputs ports will be passed through the track.</dd>
<dt id="record">R</dt>
<dd>whether the track is record-enabled.</dd>
<dt id="record-safe">RS</dt>
<dd>whether the track is record safe; a record safe track cannot be armed for recording, to protect against a mistake.</dd>
<dt id="mute">M</dt>
<dd>whether the track is muted.</dd>
<dt id="solo">S</dt>
<dd>track solo state.</dd>
<dt id="solo-isolated">SI</dt>
<dd>track solo-isolated state.</dd>
<dt id="solo-safe">SS</dt>
<dd>solo safe state. </dd>
</dl>
<p class="note">Each icon in these columns can be clicked to toggle the track/bus state, which is a very fast way to set multiple tracks/busses state at once.</p>
<p>As with the region list, hovering the mouse pointer over a column heading shows a tool-tip which can be handy to remember what the columns are for.</p>

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---
layout: default
title: Snapshot List
---
<p>This list gives the snapshots that exist of this session. Clicking on a snapshot name will load that snapshot. </p>
<p>See <a href="/working-with-sessions/">Working with Sessions</a> for more information on snapshots.</p>

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---
layout: default
title: Track &amp; Bus Group List
---
<p>This shows the track/bus groups that exist in the session. These groups allow related tracks to share various properties (such as mute or record enable state). For full details, see the section called
<a href="/working-with-tracks/track-and-bus-groups/">Track and Bus Groups</a>.</p>
<p>The columns in this list are as follows:</p>
<dl>
<dt>Col</dt>
<dd>the colour that the group uses for its tab in the editor.</dd>
<dt>Name</dt>
<dd>the group name.</dd>
<dt>V</dt>
<dd>whether the tracks and busses in the group are visible.</dd>
<dt>On</dt>
<dd>whether the group is enabled.</dd>
<dt>G</dt>
<dd>ticked if the constituents of the group are sharing gain settings.</dd>
<dt>Rel</dt>
<dd>ticked if shared gains are relative.</dd>
<dt>M</dt>
<dd>ticked if the constituents share mute status.</dd>
<dt>S</dt>
<dd>ticked if the constituents share solo status.</dd>
<dt>Rec</dt>
<dd>ticked if the constituents share record-enable status.</dd>
<dt>Mon</dt>
<dd>whether the constituents share monitor settings.</dd>
<dt>Sel</dt>
<dd>whether the constituents are selected together.</dd>
<dt>A</dt>
<dd>whether the constituents share active status. </dd>
</dl>
<p> </p>

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---
layout: default
title: Ranges &amp; Marks List
---
<p>
For information on this list see
<a href="/working-with-markers/rangesmarks-list/">Ranges
&amp; Marks List</a> in the "Working with Markers" section of the manual.</p>

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---
layout: default
title: The Editing Toolbar
---
<h2>Mouse Modes</h2>
<dl class="wide-table">
<dt id="object">Object Mode</dt>
<dd>The <dfn>object mode</dfn> is used for selecting, moving, deleting and
copying objects. When in object mode, the mouse pointer appears as a hand
whenever it is over the track canvas or the rulers. The mouse can now be
used to select and perform operations on objects such as regions, markers etc.
This is the most common mode to work in, as it allows you to select and move regions,
as well as modify automation points on the automation tracks.
</dd>
<dt>Range Mode</dt>
<dd>When in <dfn>range mode</dfn>, the mouse pointer appears as a vertical line
whenever it is over the track canvas or the rulers. The mouse will now be
able to select a point or range of time. Time ranges can be selected over
one or several tracks, depending on the selection of your tracks.
<p>
If none of your tracks are selected, the Range Tool will operate on all the
session track visualized in the Editor.
</p>
<p>
If you want to edit only particular tracks, select them before you apply
the range tool.
</p>
</dd>
<dt>Zoom Tool</dt>
<dd>When in <dfn>zoom mode</dfn>, the mouse pointer appears as a magnifying glass
whenever it is over the track canvas or the rulers. Select the area to
zoom to with a <kbd class="mouse">Left drag</kbd>. A single <kbd
class="mouse">Left</kbd> click zooms in by one level around the mouse cursor,
likewise a single <kbd class="mouse">Right</kbd> click will zoom out by one
level.</dd>
<dt>Region Gain Tool</dt>
<dd>When in <dfn>gain edit</dfn> mode, the mouse pointer will change to
cross-hairs. You can then click within a region to change the <dfn>gain
envelope</dfn> for that region. This curve is separate from fader automation
for individual tracks. It will remain locked to the region's time, so if the
region is moved, the region gain envelope is moved along with it.</dd>
<dt>Time Effects Tool</dt>
<dd>When in <dfn>time fx</dfn> mode, the mouse pointer appears as a
distinctive expanding square symbol whenever it is over the track canvas or
the rulers. This mode is used to resize regions using a timestretch
algorithm.
Click on an edge of a region of audio and drag it one way or the other to
stretch or shrink the region.</dd>
<dt>Audition Tool</dt>
<dd>Clicking a region using the <dfn>audition tool</dfn> will play this
region to the control room outputs.
<p>You can also <dfn>scrub</dfn> with this tool by clicking and dragging in
the direction you wish to listen. The amount you drag in one direction or
the other will determine the playback speed.</p>
</dd>
<dt>Draw Tool</dt>
<dd></dd>
<dt>Internal/Region Edit Mode</dt>
<dd></dd>
</dl>
<h3>Object Tool</h3>
<dl class="wide-table">
<dt>Selecting Regions</dt>
<dd></dd>
<dt>Resizing Regions</dt>
<dd></dd>
<dt>Moving Regions</dt>
<dd></dd>
<dt>Editing Fade In and Fade Out</dt>
<dd></dd>
</dl>
<h3 id="smartmode">Smart Mode</h3>
<p>
The <dfn>Smart Mode</dfn> button to the left of the mouse mode buttons
modifies <dfn>Object mode</dfn>. When enabled, the mouse behaves as if it
is in "Range Tool" mode in the upper half of a region, and in "Object Tool"
mode in the lower half.
</p>

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---
layout: default
title: The Transport Bar
---

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---
layout: default
title: Introducing the Mixer Window
---

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---
title: Ardour's Interface
---
<p>
In Ardour, you work in two main windows: the <dfn>Editor</dfn> and the
<dfn>Mixer</dfn>.
</p>
<figure>
<img src="/images/editor_split.png" alt="Ardour's editor window">
<img style="margin-left:2em;" src="/images/mixer_split.png" alt="Ardour's mixer window">
<figcaption>
<ol class="multicol4">
<li>Main menu</li>
<li>Status bar</li>
<li>Transport bar & Times</li>
</ol><ol class="multicol4" start="4">
<li>Mode switch</li>
<li>The <dfn>Editor</dfn> window</li>
<li>a track's mixer strip</li>
</ol><ol class="multicol4" start="7">
<li>Editors List</li>
<li>The <dfn>Mixer</dfn> window</li>
<li>Favorite plugins</li>
</ol><ol class="multicol4" start="10">
<li>Strips list</li>
<li>Group list</li>
<li>Master strip</li>
</ol>
</figcaption>
</figure>
<p>
To switch between those windows, use the buttons (#4 Mode switch in the upper right),
the shortcut <kbd class="mod2">M</kbd>, or the menu
<kbd class="menu">Window > Editor <em>(or Mixer)</em> > Show</kbd>.
Both windows can be visible at the same time (eg. for a multi-monitor
setup) using <kbd class="menu">Detach</kbd> in the same menu.
</p>

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---
title: Main Menu
---
<p class="fixme">Add content</p>

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---
title: Status Bar
---
<img src="/images/status-bar.png" alt="The status bar">
<p>The status bar is an informative bar at the top of the window, showing:</p>
<ul>
<li><dfn>File:</dfn> the file format used in the session, including when recording</li>
<li><dfn>TC:</dfn> is the timecode, i.e. the number of frames per second used by the session (for videos)</li>
<li><dfn>Audio:</dfn> gives the sample rate used in the session, and the latency computed from the buffer size</li>
<li><dfn>Buffers:</dfn> decribe how much data is buffered, see below</li>
<li><dfn>DSP:</dfn> for Digital Sound Processing, shows how much of the CPU is used by Ardour and its plugins</li>
<li><dfn>X:</dfn> shows the number of xruns since Ardour's launch, see below</li>
<li><dfn>Disk:</dfn> reports the remaining hard disk space as the time that can be recorded with the current session setting</li>
<li><dfn>a Clock</dfn> showing the system time</li>
<li><dfn>a Log button</dfn> that indicates if Ardour has encountered any warning or error.</li>
</ul>
<p>The buffers are labelled as <kbd class="menu">p</kbd> for playback and <kbd class="menu">c</kbd> for capture. If the
system is fast enough, these buffers should be 100% full at all times, showing the system has time to precompute
all the data before delivering it to the audio system. A buffer constantly under 20% is a sign of an underpowered
computer system or of too much processing.</p>
<p>An Xrun (short for buffer over- or under-run) happens when the system has been forced to skip audio frames, e.g. if the latency
asked is too short for the computing power of the machine. It usually results in clicks, pops and crackles if it happens while recording.</p>
<p>The log button turns yellow when a warning is shows, and red when an error occurs. Clicking the log button gives acces to the log.</p>

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---
title: Transport bar and times
---
<p>
Ardour offers many ways to <dfn>control playback</dfn> of your session, including the transport bar, key bindings and remote controls. You can also use markers to define locations or ranges within the session and rapidly move around between them.
</p>
<img src="/images/transport-bar.png" alt="Ardour's transport bar" />
<p class="note">
If you synchronize Ardour with other devices then some or all of these control methods may be unavailable&mdash;depending on the synchronization protocol, Ardour may respond only to commands sent from its master device(s).
</p>
<p>
The <dfn>Transport and Times Bar</dfn> at the top of the window is made of:
</p>
<ul>
<li>the Transport Controls</li>
<li>the Clocks</li>
<li>3 status indicators:
<ul>
<li><dfn>Solo</dfn>: Blinks when one or more tracks are being soloed, see <a href="/mixing/muting-and-soloing/">Muting and Soloing</a>. Clicking this button disables any active explicit and implicit solo on all tracks and busses.</li>
<li><dfn>Audition</dfn>: Blinks when using the import dialog to audition material.</li>
<li><dfn>Feedback</dfn>: Blinks when Ardour detects a <dfn>feedback loop</dfn>, which happens when the output of an audio signal chain is plugged back to its input. This is probably not wanted and can be dangerous for the hardware and the listener.</li>
</ul></li>
<li>A global Meter, showing the level of the Master Output, see <a href="/introducing-ardour/meters/">Metering in Ardour</a></li>
<li>the Mode Selector, allowing to switch between Editor and Mixer views, or edit the Preferences.</li>
</ul>
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---
title: The Transport Bar
---
<p>
The <dfn>Transport Bar</dfn> groups all the actions regarding the control of playback and recording.
</p>
<p class="center"><img src="/images/transport.png" alt="The transport controls" /></p>
<p>
This bar is made of (from left to right):
</p>
<ul>
<li>
<dfn>Midi Panic</dfn>: Immediately stops all midi output.
</li>
<li>
<dfn>Enable/disable Audio Click</dfn>: Toggles (on/off) a click track (metronome) along the <a href="/tempo-meter/tempo-and-meter/">tempo</a>.
</li>
<li>
<dfn>Go to Start of the Session</dfn>: Jumps back at the beginning of the session, as defined by the <a href="/working-with-markers/">start marker</a>.
</li>
<li>
<dfn>Go to End of the Session</dfn>: Jumps forward to the end of the session, as defined by the <a href="/working-with-markers/">end marker</a>.
</li>
<li>
<dfn>Play Loop Range</dfn>: Repeats the defined <a href="/controlling-playback/">loop</a> as defined by the <a href="/working-with-markers/loop-range/">Loop range</a>, until the "Stop playback" button is pressed. Clicking the "Play loop Range" button while already active switches to normal Play mode, which exits the loop without stopping and restarting playback.
</li>
<li>
<dfn>Play Range/Selection</dfn>: If a range has been defined using the Range Mode button, plays the range, of if an audio or MIDI region is selected, plays this region. In both cases, the playback stops at the end of the range or selected region.
</li>
<li>
<dfn>Play from playhead</dfn>: Starts the playback and optionally record (more below).
</li>
<li>
<dfn>Stop</dfn>: Whatever the playing mode (loop, range, &hellip;) stops all playback. Depending on other settings, some effects (like chorus or reverb) might still be audible for a while.
</li>
<li>
<dfn>Toggle Record</dfn>: Global switch button to activate/deactivate recording. While active, the button blinks red. The button doesn't start recording by itself: if one or more tracks are marked as record-enabled, pressing the "Play from Playhead" starts recording on those tracks. See <a href="/recording/">Recording</a>.
</li>
</ul>
<p class="note">
All these actions are bound to keyboard shortcuts, which allows for speedier use and more focused work.
</p>
<p>
Under these buttons is the <dfn>Shuttle Speed Control</dfn> that allows to scrub through the audio quickly.
</p>
<p>
The Shuttle Speed Control supports 2 operating modes, that can be chosen with right click > Mode:
</p>
<ul>
<li><dfn>Sprung mode</dfn> that allows for a temporary scrub: it only scubs while the mouse is left clicked on the control.</li>
<li><dfn>Wheel mode</dfn> that allows to set a playback speed until the "Stop" button is pressed, which stops the playback and resets its speed.
</ul>
<p>
The mode is displayed on the right of the control. The current playback speed is shown by a green slider, that is square and centered when the playback speed is normal (1X) and becomes a circle when its changed. The further from the center the slider is set, the faster the playback will scrub in both directions, as displayed on the left of the control.
<p>
<p>
The 3 vertical buttons on the right of the transport bar control the behaviour of the playhead:
</p>
<ul>
<li>
The positional sync button (which might show <dfn>Internal</dfn>, or <dfn>MTC</dfn> or several other values) can be used to control whether or not the transport position and start is controlled by Ardour, or by an external positional synchronization source, such as MIDI Time Code (MTC), Linear Time Code (LTC) or JACK. (see <a href="/synchronization/timecode-generators-and-slaves/">Timecode Generators and Slaves</a>).
</li>
<li>
<dfn>Follow Edits</dfn> is a toggle that can be used to control whether or not making a selection (range or object) will move the playhead to the start of the selection.
</li>
<li>
<dfn>Auto Return</dfn> is a toggle switch too. When active, pressing the Stop button returns the playhead to its previous position, and when inactive, pressing Stop keeps the playhead at its current location. Activating Auto Return can be useful for hearing the same piece of audio before and after tweaking it, without having to set a loop range on it.
</li>
</ul>
<h2>Using Key Bindings</h2>
<p>
Ardour has many available commands for playback control that can be bound
to keys. Many of them have default bindings, some do not, so the list below
shows both the default bindings and internal command names for some of them.
</p>
<dl class="wide-table">
<dt><kbd>Space</kbd></dt>
<dd>switch between playback and stop.</dd>
<dt><kbd>Home</kbd></dt>
<dd>Move playhead to session start marker</dd>
<dt><kbd>End</kbd></dt>
<dd>Move playhead to session end marker</dd>
<dt><kbd>&rarr;</kbd></dt>
<dd>Playhead to next region boundary</dd>
<dt><kbd>&larr;</kbd></dt>
<dd>Playhead to previous region boundary</dd>
<dt><kbd>0</kbd></dt>
<dd>Move playhead to start of the timeline</dd>
</dl>
Go to the <kdb class="menu">Transport</kbd> and <kdb class="menu">Transport &gt> Playhead</kbd> to find more.

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---
layout: default
title: Using Ardour Clock Displays
---
title: Times
---
<p>
<dfn>Clocks</dfn> in Ardour are used to display <dfn>time values</dfn> precisely.
In many cases, they are also one way to edit (change) time values, and in a few
cases, the only way. All clocks share the same basic appearance and functionality,
cases, the only way. All clocks share the same basic appearance and functionality,
which is described below, but a few clocks serve particularly important roles.
</p>
<h2>Transport Clocks</h2>
<p>
In the transport bar of the editor window there are two clocks (unless you
are on a very small screen), that display the current position of the playhead
and additional information related to transport control and the timeline. These
are called the <dfn>transport clocks</dfn>; the left one is the primary
transport clock and the right one is the secondary transport clock.
transport clock and the right one is the secondary transport clock.
They look like this:
</p>
<img src="/images/new_main_clocks.png" alt="An image of the transport clocks in Ardour 3" />
<img src="/images/a3_new_main_clocks.png" alt="An image of the transport clocks in Ardour 3" />
<p>
Editing the time in the transport clocks will reposition the playhead in the same
way that various other editing operations will.
</p>
<h3>The Big Clock</h3>
<p>
To show the current playhead position in a big, resizable window, activate
<kbd class="menu">Window &gt; Big Clock</kbd>. The big clock is very useful
<kbd class="menu">Window &gt; Big Clock</kbd>. The big clock is very useful
when you need to work away from the screen but still want to see the playhead
position clearly (such as when working with a remote control device across
a room). The big clock will change its visual appearance to indicate when active
recording is taking place. Below on the left is a screenshot showing a fairly
large big clock window filling a good part of the display, and on the right,
the same clock during active recording.
</p>
<a href="/images/bigclock.png"><img src="/images/bigclock.png" height="100" alt="an image of the big clock filling a screen" /></a> <a href="/images/bigclock-recording.png"><img src="/images/bigclock-recording.png" height="100" alt="an image of the big clock while recording"
/></a>
<h3>The Special Role of the Secondary Transport Clock</h3>
<p>
On a few occasions Ardour needs to display time values to the user, but there
is no obvious way to specify what units to use. The most common case is the big
cursor that appears when dragging regions. For this and other similar cases,
cursor that appears when dragging regions. For this and other similar cases,
Ardour will display time using the same units as the secondary clock.
</p>
<h4>Why are there two transport clocks?</h4>
<p>
Having two transport clocks lets you see the playhead position in two different
time units without having to change any settings. For example, you can see the
playhead position in both timecode units and BBT time.
</p>
<h3>Selection and Punch Clocks</h3>
<h4>Why are there two transport clocks?</h4>
<p>
The transport bar also contains a set of 5 clocks that show the current
<dfn>selection range</dfn> and <dfn>punch ranges</dfn>. Clicking on the punch
range clocks will locate to either the beginning or end of the punch range.
Similarly, clicking on the range clocks will locate to either the beginning
or end of the current selection. In this screen shot there is no current
selection range, so the selection clocks show an "off" state.
Having two transport clocks lets you see the playhead position in two different
time units without having to change any settings. For example, you can see the
playhead position in both timecode units and BBT time.
</p>
<h3>Selection and Punch Clocks</h3>
<p>
The transport bar also contains a set of 5 clocks that show the current
<dfn>selection range</dfn> and <dfn>punch ranges</dfn>. Clicking on the punch
range clocks will locate to either the beginning or end of the punch range.
Similarly, clicking on the range clocks will locate to either the beginning
or end of the current selection. In this screen shot there is no current
selection range, so the selection clocks show an "off" state.
</p>
<img src="/images/selectionpunchclocks.png" alt="An image of the the selection and punch clocks in Ardour 3" />
<h2>Clock Modes</h2>
<p>
Every clock in Ardour has four different, selectable <dfn>clock
modes</dfn>. Each mode displays time using different units.
You can change the clock mode by <kbd class="mouse">Right</kbd>-clicking
modes</dfn>. Each mode displays time using different units.
You can change the clock mode by <kbd class="mouse">Right</kbd>-clicking
on the clock and selecting the desired mode from the menu. Some clocks are
entirely independent of any other clock's mode; others are linked so that
changing one changes all clocks in that group. The different modes are:
</p>
<dl>
<dt>Timecode</dt>
<dd>Time is shown as <dfn><abbr title="Society of Motion Picture and Television
Engineers">SMPTE</abbr> timecode</dfn> in Hours:Minutes:Seconds:Frames,
measured from the timecode zero point on the timeline (which may not
Engineers">SMPTE</abbr> timecode</dfn> in Hours:Minutes:Seconds:Frames,
measured from the timecode zero point on the timeline (which may not
correspond to the session start and/or absolute zero on the timeline,
depending on configurable timecode offsets).
depending on configurable timecode offsets).
The frames value is dictated by either the session <abbr title="Frames Per
Second">FPS</abbr> setting, or, if slaved to an external timecode master,
the master's setting. In the transport clocks, the FPS value is shown below
Second">FPS</abbr> setting, or, if slaved to an external timecode master,
the master's setting. In the transport clocks, the FPS value is shown below
the time display, along with an indication of the current timecode source
(<samp>INT</samp> means that Ardour is its own timecode source).</dd>
<dt>BBT</dt>
<dd>Time is shown as Bars:Beats:Ticks, indicating <dfn>musical time</dfn> measured
from the start of the session. The transport clocks show the current tempo
in <abbr title="Beats Per Minute">bpm</abbr> and meter below the time
display.</dd>
<dt>Minutes:Seconds</dt>
<dd>Time is shown as Hours:Minutes:Seconds.Milliseconds, measured from the
absolute start of the timeline (ignoring the session start and any timecode
absolute start of the timeline (ignoring the session start and any timecode
offsets).</dd>
<dt>Samples</dt>
<dd>Time is shown as a <dfn>sample count</dfn> from the absolute start of the timeline
<dd>Time is shown as a <dfn>sample count</dfn> from the absolute start of the timeline
(ignoring the session start and any timecode offsets). The number of
samples per second is given by the current sample rate, and in the transport
clocks, this rate is shown below the time display along with any
clocks, this rate is shown below the time display along with any
pullup/pulldown adjustment.</dd>
</dl>
<h3>Special Modes for the Transport Clocks</h3>
<p>
In addition to the time-unit modes mentioned above, each of the two transport
In addition to the time-unit modes mentioned above, each of the two transport
clocks (if you work on a small screen, you may only have one) can be
independently set to display <dfn>Delta to Edit Point</dfn> in whatever time
independently set to display <dfn>Delta to Edit Point</dfn> in whatever time
units its current mode indicates. This setting means that the clock shows the
distance between the playhead and the current edit point, and it may show a
positive or negative value depending on the temporal order of these two points.
distance between the playhead and the current edit point, and it may show a
positive or negative value depending on the temporal order of these two points.
The clocks will use a different color when in this mode to avoid confusion.
</p>
<p>
To switch either (or both!) of the transport clocks into this mode, use
To switch either (or both!) of the transport clocks into this mode, use
<kbd class="menu"> Edit &gt; Preferences &gt; Transport</kbd> and select
the relevant checkboxes.
</p>
<p>
Note that when in <samp>Delta to Edit Point</samp> mode, the transport clocks
Note that when in <samp>Delta to Edit Point</samp> mode, the transport clocks
cannot be edited.
</p>
<h2>Changing clock values with the keyboard</h2>
<p>
New values for the clock can be typed in after clicking on the relevant clock.
Clicking on the clock will show a thin vertical cursor bar just to the right
of the next character to be overwritten. Enter time in the same order as the
current clock mode &mdash; if the clock is in Timecode mode, you need to enter
hours, minutes, seconds, frames. So, to change to a time of 12:15:20:15 you
would type <kbd class="input">1 2 1 5 2 0 1 5</kbd>. Each number you type will
appear in a different color, from right to left, overwriting the existing value.
New values for the clock can be typed in after clicking on the relevant clock.
Clicking on the clock will show a thin vertical cursor bar just to the right
of the next character to be overwritten. Enter time in the same order as the
current clock mode&mdash;if the clock is in Timecode mode, you need to enter
hours, minutes, seconds, frames. So, to change to a time of 12:15:20:15 you
would type <kbd class="input">1 2 1 5 2 0 1 5</kbd>. Each number you type will
appear in a different color, from right to left, overwriting the existing value.
Mid-edit, after typing <kbd class="input">3 2 2 2</kbd> the clock might look like this:
</p>
<img src="/images/clockedit.png" alt="An image of a clock being edited in Ardour 3" />
<p>
To finish the edit, press <kbd>&crarr;</kbd> or <kbd>Tab</kbd>. To exit an
edit without changing the clock press <kbd>ESC</kbd>. If you mis-type an entry
so that the new value would be illegal (for example, resulting in more than 30
frames when Timecode is set to 30 frames per second), the clock will reset at
edit without changing the clock press <kbd>ESC</kbd>. If you mis-type an entry
so that the new value would be illegal (for example, resulting in more than 30
frames when Timecode is set to 30 frames per second), the clock will reset at
the end of the edit, and move the cursor back to the start so that you can
start over.
</p>
<h3>Avoiding the mouse entirely</h3>
<p>
There is a shortcut available for those who wish to be able to edit the transport
clocks entirely without the mouse. It can be found in
There is a shortcut available for those who wish to be able to edit the transport
clocks entirely without the mouse. It can be found in
<kbd class="menu">Window &gt; Key Bindings &gt; Transport &gt; Focus On
Clock</kbd>. If bound to a key (<kbd>&divide;</kbd> on the numerical
keypad is the
default), then pressing that key is equivalent to clicking on the primary (left)
keypad is the
default), then pressing that key is equivalent to clicking on the primary (left)
transport clock, and editing can begin immediately.
</p>
<h3>Entering Partial Times</h3>
<p>
One detail of the editing design that is not immediately obvious is that it is
One detail of the editing design that is not immediately obvious is that it is
possible to enter part of a full time value. Suppose that the clock is in BBT
mode, displaying <samp>024|03|0029</samp>, and you want to alter the value to
the first beat of the current bar. Click on the clock and type
<kbd class="input">0 1 0 0 0 0</kbd>. Similarly, if it is in Minutes:Seconds
mode, displaying <samp>02:03:04.456</samp>, and you want to get to exactly 2
hours, click on the clock and type <kbd class="input">0 0 0 0 0 0 0</kbd> to
mode, displaying <samp>024|03|0029</samp>, and you want to alter the value to
the first beat of the current bar. Click on the clock and type
<kbd class="input">0 1 0 0 0 0</kbd>. Similarly, if it is in Minutes:Seconds
mode, displaying <samp>02:03:04.456</samp>, and you want to get to exactly 2
hours, click on the clock and type <kbd class="input">0 0 0 0 0 0 0</kbd> to
reset the minutes, seconds and milliseconds fields.
</p>
<h3>Entering Delta Times</h3>
<p>
You can also type values into the clock that are intended as a relative change,
rather than a new absolute value. Simply end the edit by pressing
You can also type values into the clock that are intended as a relative change,
rather than a new absolute value. Simply end the edit by pressing
<kbd>+</kbd> or <kbd>-</kbd> (the ones on any keypad will also work). The plus
key will add the entered value to the current value of the clock, minus will
subtract it. For example, if the clock is in Samples mode and displays
<samp>2917839</samp>, you move it back 2000 samples by typing
key will add the entered value to the current value of the clock, minus will
subtract it. For example, if the clock is in Samples mode and displays
<samp>2917839</samp>, you move it back 2000 samples by typing
<kbd class="input">2 0 0 0</kbd> and <kbd>-</kbd>, rather than ending with
Enter or Tab. </p>
<h2>Changing clock values with the mouse</h2>
<h3>Using a scroll wheel</h3>
<p>
Position the mouse pointer over the clock, and move the scroll wheel. Moving
the scroll wheel up (<kbd class="mouse">&uArr;</kbd>) increases the value
the scroll wheel up (<kbd class="mouse">&uArr;</kbd>) increases the value
shown on the clock, moving it down (<kbd class="mouse">&uArr;</kbd>)
decreases it. The step size is equal to the unit of the field
you are hovering over (seconds, hours, etc.).
</p>
<h3>Dragging the mouse</h3>
<p>
Position the mouse pointer over the clock, press the left mouse button and drag.
Position the mouse pointer over the clock, press the left mouse button and drag.
Dragging upwards increases the value shown on the clock, dragging downwards
decreases it, again with a step size equal to the unit of the field you
began the drag on.
</p>

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---
title: The Editor
---
<figure class="right">
<img src="/images/editor_split.png" alt="Ardour's editor window">
<figcaption>
<ol class="multicol3">
<li>Main menu</li>
<li>Status bar</li>
<li>Transport bar & Times</li>
</ol><ol class="multicol3" start="4">
<li>Mode switch</li>
<li>The <dfn>Editor</dfn> window</li>
<li>a track's mixer strip</li>
</ol><ol class="multicol3" start="7">
<li>Editors List</li>
</ol>
</figcaption>
</figure>
<p>
The <dfn>Editor</dfn> window includes the editor track <dfn>canvas</dfn>
where you can arrange audio and MIDI data along a timeline. This is the
window you will be in while editing and arranging a project. The window
has a general "horizontal" sense to it: the timeline flows from left to
right, the playhead showing the current position in the session moves
from left to right &mdash; the window really represents <dfn>time</dfn>
in a fairly literal way.
</p>
<p>
It is possible to show a single channel strip in the editor window, and
some people find this enough to work on mixing without actually opening
the mixer window. Most of the time though, you will want both of these
windows at various stages of a session's lifetime &mdash; sometimes
you'll be focused on editing, sometimes on mixing and possibly some of
the time on both.
</p>
<p>
This section is a description of the Editor window. To learn more about the
editing workflow, see <a href="/editing-and-arranging/">Editing and Arranging</a>.
</p>

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---
title: The Toolbar
---
<figure>
<img src="/images/toolbar_split.png" alt="Ardour's editor toolbar">
<figcaption>
<ol class="multicol5">
<li>Toolbox</li>
</ol><ol class="multicol5" start="2">
<li>Zoom Control</li>
</ol><ol class="multicol5" start="3">
<li>Grid Control</li>
</ol><ol class="multicol5" start="4">
<li>Edit Point</li>
</ol><ol class="multicol5" start="5">
<li>Nudge</li>
</ol>
</figcaption>
</figure>
<p>
The Toolbar is made of 5 parts, described in this part.
</p
{% children %}

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---
title: The Toolbox
---
<img src="/images/toolbar-tools.png" alt="Editor toolbar's tools, aka toolbox">
<h2>Global Edit mode</h2>
<p>
Ardour has a global <dfn>edit mode</dfn> selector at the left of the
Editing toolbar, which affect how regions are moved or copied:
</p>
<dl>
<dt><kbd class="menu">Slide</kbd></dt>
<dd>Regions move freely. Ardour creates overlaps when necessary.</dd>
<dt><kbd class="menu">Ripple</kbd></dt>
<dd>Editing affects the regions to the "right" of the edit (see below).</dd>
<dt><kbd class="menu">Lock</kbd></dt>
<dd>No region motion is permitted (except for "nudge").</dd>
</dl>
<p>
Ripple Edit mode provides the following conveniences:
<ul>
<li>Deleting a range will move later regions to compensate for the deleted time</li>
<li>Deleting a region will move later regions to compensate for the deleted region's length</li>
<li>Moving a region will move later regions to compensate for the length of the move</li>
<li>Inserting a new region (via dragging or via Paste) will move later regions to the right to compensate</li>
</ul>
</p>
<p class="note">
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
snap settings (beats, or seconds, or other region boundaries, etc).
See <a href="/ardours-interface/the-editor/the-toolbar/the-grid-controls/">Snap To the Grid</a>
for details.
</p>
<h2>The <em>Smart</em> switch
<p>
The <dfn>Smart Mode</dfn> button to the left of the mouse mode buttons
modifies the <dfn>Grab Mode</dfn>. When enabled, the mouse behaves as if it
is in "Range Mode" in the upper half of a region, and in "Grab Mode" in the
lower half. This allows avoiding constant switching between these two modes.
</p>
<h2>Mouse Modes</h2>
<dl class="wide-table">
<dt id="object">Grab Mode</dt>
<dd>The <dfn>Grab Mode</dfn> is used for selecting, moving, deleting and
copying objects. When in object mode, the mouse pointer appears as a hand
whenever it is over the track canvas or the rulers. The mouse can now be
used to select and perform operations on objects such as regions, markers etc.
This is the most common mode to work in, as it allows you to select and move regions,
as well as modify automation points on the automation tracks.</dd>
<dt>Range Mode</dt>
<dd>When in <dfn>Range Mode</dfn>, the mouse pointer appears as a vertical line
whenever it is over the track canvas or the rulers. The mouse will now be
able to select a point or range of time. Time ranges can be selected over
one or several tracks, depending on the selection of your tracks.<br>
If none of your tracks are selected, the Range Tool will operate on all the
session track visualized in the Editor.<br>
If you want to edit only particular tracks, select them before you apply
the range tool.</dd>
<dt>Cut Tool Mode</dt>
<dd>When in <dfn>Cut Tool Mode</dfn>, the mouse pointer appears as a pair of scissors
whenever it is over the track canvas or the rulers. This tools allows to cut
any region into 2 regions at the mouse cursor, regardless of the Edit Point.<br>
If one or more track(s) is selected, then all the regions on these tracks will
be split at the mouse cursor position.<br>
If no track is selected, then only the region hovered by the mouse cursor will
be split.</dd>
<dt>Stretch Mode</dt>
<dd>When in <dfn>time fx</dfn> mode, the mouse pointer appears as a
distinctive expanding square symbol whenever it is over the track canvas or
the rulers. This mode is used to resize regions using a timestretch
algorithm. Click on an edge of a region of audio and drag it one way or the other to
stretch or shrink the region.</dd>
<dt>Audition Tool</dt>
<dd>Clicking a region using the <dfn>audition tool</dfn> will play this
region to the control room outputs.<br>
You can also <dfn>scrub</dfn> with this tool by clicking and dragging in
the direction you wish to listen. The amount you drag in one direction or
the other will determine the playback speed.</dd>
<dt>Draw Tool</dt>
<dd>When in <dfn>Draw Tool</dfn> mode, the mouse pointer will change to
a pencil. You can then click within an audio region to change the <dfn>gain
envelope</dfn> for that region. This curve is separate from fader automation
for individual tracks. It will remain locked to the region's time, so if the
region is moved, the region gain envelope is moved along with it.<br>
The draw tool works on automation too, allowing the creation and modification
of control points on the automation curves.<br>
Last, it is used on a MIDI region to edit the notes.</dd>
<dt>Internal/Region Edit Mode</dt>
<dd>When in <dfn>Internal Edit</dfn> mode, the mouse pointer will change to
cross-hairs. This tool acts on gegion gain and automation as the Draw tool.<br>
On a MIDI region, it allows to lasso-select multiple notes at a time.</dd>
</dl>

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---
title: The Zoom Controls
---
<img class="left" src="/images/toolbar-zoom.png" alt="Editor toolbar's zoom">
<p>The zoom controls allow to navigate the session along both the time and track axes.</p>
<p>The drop down <kbd class="menu">Zoom Focus</kbd> menu allows to select a focus
point for the zoom, i.e. the center of the zoom. The choices are :</p>
<ul>
<li><dfn>Left</dfn> of the screen</li>
<li><dfn>Right</dfn> of the screen</li>
<li><dfn>Center</dfn> of the screen</li>
<li><dfn>Playhead</dfn></li>
<li><dfn>Mouse</dfn></li>
<li><dfn>Edit Point</dfn> as set in the <a href="/editing-and-arranging/edit-point/">Edit point</a> control.</li>
</ul>
<p>The 2 leftmost zoom buttons (<kbd class="menu">&minus;</kbd> and
<kbd class="menu">&plus;</kbd>) use this zoom focus to zoom out and in
respectively.<p>
<p>The <kbd class="menu">Zoom to session</kbd> button is a handy shortcut to zoom
out or in until all the session (as defined by it's <a href="/working-with-markers/">start/end
markers</a>) fits horizontally.</p>
<p>Changing the <kbd class="menu">Number of visible tracks</kbd> dropdown menu
allows to fit this number of tracks vertically in the screen.<p>
<p class="note">There <em>is</em> a minimal track height to keep it visible, so
according to you screen vertical size, some high number can have no effect.</p>
<p>Inside this menu are 2 handy choices :</p>
<ul>
<li><dfn>Selected tracks</dfn> that focus on the selected tracks. If the selected
tracks are not contiguous, the unselected tracks inbetween will be hidden, see
the <a href="/ardours-interface/the-editor/the-editor_s-lists/tracks-and-busses-list/">Track and Bus list</a>.</li>
<li><dfn>All</dfn> that fits all the tracks of the sessions vertically (provided
there's enough screen estate).</li>
</ul>
<p>The rightmost buttons <kbd class="menu">Shrink tracks</kbd> and
<kbd class="menu">Expand tracks</kbd> reduce or expand the vertical size of the
selected tracks. If no track is selected, all the tracks will be shrunk or
expanded each time the button is pushed.

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

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@ -1,33 +1,78 @@
---
layout: default
title: Edit Point
---
title: The Edit Point Control
---
<img class="left" src="/images/toolbar-editpoint.png" alt="Editor toolbar's Edit Point">
<p>
Editing operations in a Digital Audio Workstation like Ardour can be broken
down according to how many points on the timeline are required to carry the
operation out. Splitting a region for example, requires just one position
on the timeline (the one where the split will happen). Cutting out a time
range requires two positions, one for the start of the cut and one for the end.
Editing operations in a Digital Audio Workstation like Ardour can be broken
down according to how many points on the timeline are required to carry the
operation out. Splitting a region for example, requires just one position
on the timeline (the one where the split will happen). Cutting out a time
range requires two positions, one for the start of the cut and one for the end.
</p>
<p>
In Ardour the <dfn>edit point</dfn> is the location where most single-point
In Ardour the <dfn>edit point</dfn> is the location where most single-point
editing operations take place. It can be set to either of the following:
</p>
<ul>
<li>the <dfn>playhead</dfn></li>
<li>the position of the <dfn>pointer</dfn> (mouse or touch)</li>
<li>the selected (or "active") <dfn>marker</dfn></li>
<li>the <dfn>Playhead</dfn> position</li>
<li>the selected (or "active") <dfn>Marker</dfn></li>
<li>the position of the <dfn>Mouse</dfn> (or touch) pointer</li>
</ul>
<p>
The default edit point is the location of the pointer.
</p>
<p>
There are 2 keybindings available to cycle through the edit point options.
The most common workflow tends to involve switching back and forth between
the playhead and mouse as the edit point. Press the grave accent key
<kbd>`</kbd> to switch between these two. Use <kbd class="mod1">`</kbd> to
cycle through all three choices (including the selected marker). You can
also switch the edit point using a combo-selector just right of the snap/grid
There are 2 keybindings available to cycle through the edit point options.
The most common workflow tends to involve switching back and forth between
the playhead and mouse as the edit point. Press the grave accent key
<kbd>`</kbd> to switch between these two. Use <kbd class="mod1">`</kbd> to
cycle through all three choices (including the selected marker). You can
also switch the edit point using a combo-selector just right of the snap/grid
unit selector.
</p>

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---
title: The Nudge Controls
---
<img class="left" src="/images/toolbar-nudge.png" alt="Editor toolbar's Nudge">
<p>
The <dfn>nudge controls</dfn> will move the selected region(s) by a fixed amount
of time. The left and right buttons move either backward or forward in time, and the small
clock to the left of these buttons sets the amount of time to nudge by.
As with all other clocks, you can right-click on the clock to choose the
time representation you want to use.
</p>
<p>
If there are no selected objects, the nudge controls can be
used to move the playhead backward or forward by the amount shown on the clock.
</p>

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@ -1,16 +1,31 @@
---
layout: default
title: Editor Lists
---
title: The Editor's Lists
---
<p>
At the right of the editor is an optional area which provides one of a
At the right of the editor window is an optional area which provides one of a
range of useful lists of parts of your session. It is not shown by default
when you first start using Ardour. The <dfn>Editor list</dfn> can be hidden
or shown using <kbd class="menu">View &gt; Show Editor List</kbd>. The very
or shown using <kbd class="menu">View &gt; Show Editor List</kbd>. The very
right-hand side of the list gives a selection of tabs which are used to
choose the list to view. The left-hand border of the list can be dragged to
vary the width of the list.
</p>
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---
title: Region List
---
<p>
The region list shows all the regions in the session. The left-hand column gives the region name, and there are a range of times given for information:
</p>
<dl>
<dt>Position</dt><dd>position of the start of the region on the global timeline</dd>
<dt>End</dt><dd>position of the region on the global timeline</dd>
<dt>Length</dt><dd>duration of the region</dd>
<dt>Sync</dt><dd>position of the sync point, relative to the start of region (can be negative)</dd>
<dt>Fade In</dt><dd>duration of the fade in. Can't be less than 1 ms, to avoid clipping.</dd>
<dt>Fade Out</dt><dd>duration of the fade out (positive value, &ge; 1 ms).</dd>
</dl>
<p>
The units used to display those times are those used for the clock, so changing the units on the clocks change the display of this values.
</p>
<p>
At the right of the list are four columns of flags that can be altered:
</p>
<dl>
<dt>L</dt>
<dd>whether the region position is locked, so that it cannot be moved.</dd>
<dt>G</dt>
<dd>whether the region's position is &lsquo;glued&rsquo; to bars and beats. If so, the region will stay at the same position in bars and beats even if the tempo and/or time signature change.</dd>
<dt>M</dt>
<dd>whether the region is muted, so that it will not be heard.</dd>
<dt>O</dt>
<dd>whether the region is opaque; opaque regions &lsquo;block&rsquo; regions below them from being heard, whereas &lsquo;transparent&rsquo; regions have their contents mixed with whatever is underneath. </dd>
</dl>
<p>
Hovering the mouse pointer over a column heading shows a tool-tip which can be handy to remember what the columns are for.
</p>
<p>
A handy feature of the region list is that its regions can be dragged and dropped into a suitable track in the session.
</p>

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---
title: Tracks and Busses List
---
<p>
This lists the tracks and busses that are present in the session. The list order reflects the order in the editor, and you can drag-and-drop track or bus names in the editor list to re-order them in the editor. The columns in the list represent the following:
</p>
<dl>
<dt id="visible">V</dt>
<dd>whether the track or bus is visible; they can be hidden, in which case they will still play, but just not be visible in the editor; this can be useful for keeping the display uncluttered.</dd>
<dt id="active">A</dt>
<dd>whether the track or bus is active; unactive tracks will not play, and will not consume any CPU.</dd>
<dt id="input">I</dt>
<dd>for MIDI tracks, whether the MIDI input is enabled; this dictates whether MIDI data from the track's inputs ports will be passed through the track.</dd>
<dt id="record">R</dt>
<dd>whether the track is record-enabled.</dd>
<dt id="record-safe">RS</dt>
<dd>whether the track is record safe; a record safe track cannot be armed for recording, to protect against a mistake.</dd>
<dt id="mute">M</dt>
<dd>whether the track is muted.</dd>
<dt id="solo">S</dt>
<dd>track solo state.</dd>
<dt id="solo-isolated">SI</dt>
<dd>track solo-isolated state.</dd>
<dt id="solo-safe">SS</dt>
<dd>solo safe state. </dd>
</dl>
<p class="note">
Each icon in these columns can be clicked to toggle the track/bus state, which is a very fast way to set multiple tracks/busses state at once.
</p>
<p>
As with the region list, hovering the mouse pointer over a column heading shows a tool-tip which can be handy to remember what the columns are for.
</p>

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---
title: Snapshot List
---
<p>
This list gives the snapshots that exist of this session. Clicking on a snapshot
name will load that snapshot.
</p>
<p>
See <a href="/working-with-sessions">Working with Sessions</a> for more
information on snapshots.
</p>

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---
title: Track and Bus Group List
---
<p>
This shows the track/bus groups that exist in the session. These groups allow related tracks to share various properties (such as mute or record enable state). For full details, see the section called <a href="/working-with-tracks/track-and-bus-groups/">Track and Bus Groups</a>.
</p>
<p>
The columns in this list are as follows:
</p>
<dl>
<dt>Col</dt>
<dd>the colour that the group uses for its tab in the editor.</dd>
<dt>Name</dt>
<dd>the group name.</dd>
<dt>V</dt>
<dd>whether the tracks and busses in the group are visible.</dd>
<dt>On</dt>
<dd>whether the group is enabled.</dd>
<dt>G</dt>
<dd>ticked if the constituents of the group are sharing gain settings.</dd>
<dt>Rel</dt>
<dd>ticked if shared gains are relative.</dd>
<dt>M</dt>
<dd>ticked if the constituents share mute status.</dd>
<dt>S</dt>
<dd>ticked if the constituents share solo status.</dd>
<dt>Rec</dt>
<dd>ticked if the constituents share record-enable status.</dd>
<dt>Mon</dt>
<dd>whether the constituents share monitor settings.</dd>
<dt>Sel</dt>
<dd>whether the constituents are selected together.</dd>
<dt>A</dt>
<dd>whether the constituents share active status. </dd>
</dl>

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@ -1,69 +1,180 @@
---
layout: default
title: Ranges &amp; Marks List
---
title: Ranges and Marks List
---
<p>
The <dfn>Ranges &amp; Marks List</dfn> is a tab in the <dfn>Editor
Lists</dfn> area on the right of the Editor window. If the editor
list area isn't visible it can be enabled by checking
<kbd class="option">View &gt; Show Editor List</kbd>.
The Ranges &amp; Marks list can be used as a single point
of control for all range and location markers (including the punch and
Lists</dfn> area on the right of the Editor window. If the editor
list area isn't visible it can be enabled by checking
<kbd class="option">View &gt; Show Editor List</kbd>.
The Ranges &amp; Marks list can be used as a single point
of control for all range and location markers (including the punch and
loop ranges), or as a supplement to other methods of working with them.
</p>
<h2>Common elements</h2>
<p>
Each section has a set of <dfn>editable <a
href="/ardours-interface/using-ardour-clock-displays/">clock widgets</a></dfn>
href="/ardours-interface/transport-bar-and-times/times/">clock widgets</a></dfn>
which display
the location of a marker, or the start, end, and duration times of a range,
respectively.<br />
The <kbd class="menu">Use PH</kbd> buttons allow you to set
The <kbd class="menu">Use PH</kbd> buttons allow you to set
the corresponding clock to the current playhead position.
A <kbd class="mouse">Middle</kbd> click on any of the clocks will move
A <kbd class="mouse">Middle</kbd> click on any of the clocks will move
the playhead to that location. Both functions are also available from the
clock context menus.<br />
Right clicking on any of the clocks brings up a context menu that allows
Right clicking on any of the clocks brings up a context menu that allows
changing of the display between Timecode, Bars:Beats, Minutes:Seconds,
and Samples.<br />
</p>
<p>
The <kbd class="menu">&mdash;</kbd> (subtract) button in front of each
user-defined range or marker in the list allows that particular item to
be removed. The name fields of custom ranges and markers can be edited.
</p>
be removed. The name fields of custom ranges and markers can be edited.
</p>
<p>
The <kbd class="option">Hide</kbd> checkboxes make markers and ranges invisible
The <kbd class="option">Hide</kbd> checkboxes make markers and ranges invisible
on the respective ruler to reduce visual clutter; the markers remain
active however, and can be used normally.<br />
Selecting <kbd class="option">Lock</kbd> prevents the respective marker
Selecting <kbd class="option">Lock</kbd> prevents the respective marker
from being moved until unlocked.
Where applicable, <kbd class="option">Glue</kbd> fixes the marker position
relative to the current musical position expressed in bars and beats, rather
relative to the current musical position expressed in bars and beats, rather
than the absolute time. This will make the respective marker follow
changes in the tempo map.
</p>
<p>
At the bottom of the list are buttons to add new markers or ranges.
</p>
<h2>List sections</h2>
<dl>
<dt>Loop/Punch Ranges</dt>
<dd>This list shows the current <dfn>loop</dfn> and <dfn>punch</dfn> range
<dd>This list shows the current <dfn>loop</dfn> and <dfn>punch</dfn> range
settings. Since these are built-in ranges, you cannot rename or remove them.</dd>
<dt>Markers (Including CD Index)</dt>
<dd>This section lists the session's <dfn>markers</dfn>. By ticking <kbd
class="option">CD</kbd>, you instruct Ardour to create a <dfn>CD track
index</dfn> from this marker, which will be included in the TOC or CUE file when you
export.</dd>
<dt>Ranges (Including CD Track Ranges)</dt>
<dd>This is the list of <dfn>ranges</dfn> (including <dfn>CD track
ranges</dfn>). Ticking <kbd class="option">CD</kbd> will convert
the range to a <dfn>CD track</dfn>, which will again be included in
exported TOC or CUE files. This is relevant for Disk-At-Once recordings
that may contain audio data between tracks.</dd>
</dl>
</dl>

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---
title: The Mixer
---
<figure class="right">
<img src="/images/mixer_split.png" alt="Ardour's mixer window">
<figcaption>
<ol class="multicol3">
<li>Main menu</li>
<li>Status bar</li>
<li>Transport bar & Times</li>
</ol><ol class="multicol3" start="4">
<li>Mode switch</li>
<li value="6">a track's Strip</li>
<li value="8">The Mixer window</li>
</ol><ol class="multicol3" start="9">
<li>Favorite plugins</li>
<li>Strips list</li>
<li>Group list</li>
<li>Master strip</li>
</ol>
</figcaption>
</figure>
<p>
The <dfn>Mixer</dfn> window represents signal flow and
is the window you will probably be using most when mixing a session. It
includes <dfn>channel strips</dfn> for each track and bus in your session.
It has a general "vertical" sense to it: signals flow from the top of each
channel strip through the processing elements in the strip to reach the
output listed at the bottom.
</p>
<p>This section describes the Mixer. To learn more about the process of mixing, see
<a href="/mixing/">Mixing<a>.</p>
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---
title: Favorite Plugins Window
---
<p>
The <dfn>Favorite Plugins</dfn> window is on the top-left side of the <dfn>Mixer Window</dfn>. Like other elements in that window it has variable height and can be hidden by dragging it to zero-height. If it is not visible, the top-handle can be grabbed and dragged down to reveal it.
</p>
<p>
Plugin names that have a right facing triangle next to them have presets associated with them; clicking on the triangle will cause all presets associated with the plugin to show in the list.
</p>
<h2>Features</h2>
<p>
The Favorite Plugins window provides easy access to frequently used plugins:
</p>
<ul>
<li>Plugins can be dragged from the window to any track or bus <a href="/working-with-plugins/processor-box/"><dfn>processor box</dfn></a>, which will add the plugin to that track or bus at the given position.</li>
<li>The list includes user-presets for the plugins. Dragging a preset to a given track or bus will load that preset after adding the plugin.</li>
<li>Double-clicking on a plugin or preset adds the given plugin to all selected tracks/busses pre-fader. Other insert positions are available from the context menu (right click).</li>
<li>Dragging a plugin from a track into the window will add it to the list and optionally create a new preset from the current settings. The horizontal line in the list shows the spot where the plugin will land.</li>
<li>The context-menu allows the deletion of presets or removal of the plugin from the list.</li>
<li>Plugins in the list can be re-ordered using drag &amp; drop. The custom order is saved.</li>
</ul>
<p class="note">
When favorites are added with the <a href="/working-with-plugins/plugin-manager">Plugin Manager</a>, they are appended to the bottom of the list.
</p>

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---
title: The Strips list
---
<p class="fixme">add content</p>

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---
title: The Groups list
---
<p class="fixme">add content</p>

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---
title: The Master Strip
---
<p class="fixme">add content</p>

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---
title: Monitoring
---
<p class="fixme">add content</p>

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---
layout: default
title: Controlling Playback
---
<p>
Ardour offers many ways to <dfn>control playback</dfn> of your session,
including the transport bar, key bindings and remote controls.
You can also use markers to define locations or ranges within
the session and rapidly move around between them.
</p>
<img src="/images/transport-bar.png"
alt="Ardour's transport bar" />
<p class="note">
If you synchronize Ardour with other devices then some or
all of these control methods may be unavailable &mdash; depending on
the synchronization protocol, Ardour may respond only to commands
sent from its master device(s).
</p>
<p>
The <dfn>Transport Bar</dfn> at the top of the window is made of :
</p>
<ul>
<li><a href="/controlling-playback/using-the-transport-bar/">the Transport Controls</a></li>
<li><a href="/ardours-interface/using-ardour-clock-displays/">the Clocks</a></li>
<li>3 status indicators:
<ul>
<li><dfn>Solo</dfn>: Blinks when 1 or more track(s) are being
soloed, see <a href="/mixing/muting-and-soloing/">Muting and
Soloing</a>. Clicking this button disables any active explicit and implicit solo on all tracks and busses.</li>
<li><dfn>Audition</dfn>: Blinks when using the import dialog to audition material.</li>
<li><dfn>Feedback</dfn>: Blinks when Ardour detects a <dfn>feedback loop</dfn>, which happens when the output of an audio signal chain is plugged back to its input. This is probably not wanted and can be dangerous for the hardware and the listener.</li>
</ul></li>
<li>A global Meter, showing the level of the Master Output, see <a href="/ardours-interface/meters/">Metering in Ardour</a></li>
<li>the Mode Selector, allowing to switch between Editor and Mixer views, or edit the Preferences.</li>
</ul>
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@ -1,20 +0,0 @@
---
layout: default
title: Looping the Transport
---
<p>
When the <dfn>loop transport</dfn> button is pressed, the playhead will
jump the start of the loop range, and continue to the end of that range
before returning to the start and repeating.
While looping, a light green area is displayed in the time ruler over
the tracks to show the loop range.
</p>
<p>
By default, looping is bound to the <kbd>l</kbd> key.
</p>
<p>
For more information on defining and altering the loop range see
<a href="/working-with-markers/loop-range/">Loop Range Markers</a>.
</p>

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@ -1,27 +0,0 @@
---
layout: default
title: Using Key Bindings
---
<p>
Ardour has many available commands for playback control that can be bound
to keys. Many of them have default bindings, some do not, so the list below
shows both the default bindings and internal command names.
</p>
<dl class="wide-table">
<dt><kbd>Space</kbd></dt>
<dd>switch between playback and stop.</dd>
<dt><kbd>Home</kbd></dt>
<dd>Move playhead to session start marker</dd>
<dt><kbd>End</kbd></dt>
<dd>Move playhead to session end marker</dd>
<dt><kbd>&rarr;</kbd></dt>
<dd></dd>
<dt><kbd>&larr;</kbd></dt>
<dd></dd>
<dt><kbd>0</kbd></dt>
<dd>Move playhead to start of the timeline</dd>
</dl>
<p>Commands without default bindings include:</p>

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@ -1,19 +0,0 @@
---
layout: default
title: Using the Nudge Controls
---
<p>
If there are no selected objects, the <dfn>nudge controls</dfn> can be
used to move the playhead backward or forward by a fixed amount. The left
and right buttons move either backward or forward in time, and the small
clock to the left of these buttons sets the amount of time to nudge by.
As with all other clocks, you can right-click on the clock to choose the
time representation you want to use.
</p>
<p>
Note that this is a secondary purpose of the nudge controls &mdash; it is
usually used to move selected <dfn>objects</dfn> by specific distances, rather than
the playhead.
</p>

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@ -1,33 +1,35 @@
---
layout: default
title: Positioning the Playhead
title: Controlling Playback
---
<h2>Positioning the Playhead</h2>
<p>
The <dfn>playhead</dfn> is a vertical line with two arrows at each end
that indicates the current position of playback.
</p>
<h2>Positioning the playhead at the current pointer position</h2>
<h3>Positioning the playhead at the current pointer position</h3>
<p>
Pressing <kbd>P</kbd> will set the playhead to the current position of
the pointer, if it is within the editor track area.
</p>
<h2>Positioning the playhead on the timeline</h2>
<h3>Positioning the playhead on the timeline</h3>
<p>
A <kbd class="mouse">Left</kbd> click anywhere on the timeline (rulers)
will move the playhead to that position.
</p>
<h2>Positioning the playhead with the transport clocks</h2>
<h3>Positioning the playhead with the transport clocks</h3>
<p>
Click on either the primary or secondary transport clock and
<a href="/ardours-interface/using-ardour-clock-displays/">edit their value</a>
to move the playhead to a specific position.
</p>
<h2>Positioning the playhead at a marker</h2>
<h3>Positioning the playhead at a marker</h3>
<p>
Click <kbd class="mouse">Right</kbd> on the marker and select either
<kbd class="menu">Locate to here</kbd> or <kbd class="menu">Play from
@ -38,3 +40,20 @@ title: Positioning the Playhead
<kbd>P</kbd> to set the playhead.
</p>
<h2>Looping the Transport</h2>
<p>
When the <dfn>loop transport</dfn> button is pressed, the playhead will
jump the start of the loop range, and continue to the end of that range
before returning to the start and repeating.
While looping, a light green area is displayed in the time ruler over
the tracks to show the loop range.
</p>
<p>
By default, looping is bound to the <kbd>l</kbd> key.
</p>
<p>
For more information on defining and altering the loop range see
<a href="/working-with-markers/loop-range/">Loop Range Markers</a>.
</p>

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