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The Ardour Manual
===================
This is the project that generates the static ardour manual website available at http://manual.ardour.org.
The site is built using ruby (I use 1.9.3) and [Jekyll]](https://github.com/mojombo/jekyll) (a ruby gem). You should be able to just install ruby and then `gem install jekyll`. There are no other dependencies.
To generate the site and run it up locally you can do something like:
git clone <repo-url>
cd ardour-manual
ruby export.rb
jekyll --server
To upload it (assuming your ssh key has been put on the server) you run:
./upload.sh
Strucuture of the content
----------------------
There are 2 different types of content:
- special manual content
- normal content
Special manual content
----------------------
This is content that ends up as part of the tree on the left.
The _raw_ content is in `_manual` directory and has a naming convention as follows:
# content for a page at http://manual.ardour.org/<slug>/
<ordering>_<slug>.<html|md|textile>
^ ^ ^
| | |
| | extension is removed later
| |
| ends up as part of URL
|
only used for ordering
# a folder for subcontent is like this
<ordering>_<slug>/
# more things can then go in here for http://manual.ardour.org/<slug>/<slug2>/
<ordering>_<slug>/<ordering2>_<slug2>.html
So, for example:
this file appears at
------------ ------------
01_main.html /main/
01_main/01_subpage.html /main/subpage/
Normal content
----------------------
This is anything else, css files, images, fixed pages, layouts. This content lives in the `source` directory.
Content processing
----------------------
Three types of content can have special processing done.
- `.html` files
- `.md` files
- `.textile` files
All special files should also have a special header at the top too:
---
layout: default
title: Some Very Wordy and Expressive Title
menu_title: Some Title
---
<p>My Actual Content</p>

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source: source

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---
layout: default
title: Welcome to Ardour
---
<p>Ardour is a professional tool for working with audio and MIDI.</p>
<p>This section covers:</p>
{% children %}

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---
layout: default
title: About Ardour
---
<p>Ardour allows you to record and edit both audio and MIDI data, add many different kinds of effects and mix.</p>
<p>Things you might use Ardour for include:</p>
<ul>
<li>Digitally record acoustic/electric instruments or vocals</li>
</ul>
{% children %}

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---
layout: default
title: Isn't This A Really Complicated Program?
---
<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. 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 for basic audio concepts and a robust mental model/metaphor of what you are doing. Ardour is not a simple "audio recorder" - 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 - its lead developer has <a href="http://ardour.org/node/3322">some thoughts on that</a>.</p>

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---
layout: default
title: Why Write a DAW for Linux?
---
<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:</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>
</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.</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 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>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. 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.</p>

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---
layout: default
title: Why is it called Ardour?
---
<p>The name "Ardour" came from considerations of how to pronounce the acronym HDR(Hard Disk Recorder). The most obvious attempt sounds like a vowelless "harder" and it then was then a short step to an unrelated by slightly homophonic word:</p>
<p><em>ardour “ 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] 2: intense feeling of love [syn: ardor] 3: feelings of great warmth and intensity; "he spoke with great ardor" [syn: ardor, fervor, fervour, fervency, fire, fervidness] ”</em></p>
<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.</p>
<p>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.</p>

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---
layout: default
title: Why write another DAW?
---
<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. 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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---
layout: default
title: About Ardour documentation
---
<h3>Conventions Used In This Manual</h3>
<p>This section covers some of the typographical and language conventions used in this manual.</p>
<h3>Keyboards and Modifiers</h3>
<p>Keyboard bindings are shown like this: <kbd>s</kbd> or <kbd class="mod1">x</kbd>. <kbd>Ctrl-x</kbd> means "press the <kbd>Ctrl</kbd>, keep it pressed and then also press the <kbd>x</kbd> key. You may also see key combinations such as <kbd>Ctrl-Shift-e</kbd>, which mean that you should press the <kbd>Ctrl</kbd> key, then while keeping it pressed also press the <kbd>Shift</kbd> key and then while keeping them both pressed, finally 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, will see <kbd>Cmd-</kbd> where appropriate. On other machines you will see <kbd>Ctrl-</kbd></p>
<h3>Menu Items</h3>
<p>Menu items are indicated like this: <code>Top &gt; Next &gt; Deeper</code> Each &gt;-separated item indicates an item on a nested (sub) menu.</p>
<h3>Preference/Dialog Options</h3>
<p>Choices in various dialogs, notably the Preferences and Properties dialog, are indicated like this: <code>Edit &gt; Preferences &gt; Audio &gt; Some Option</code> Each successive &gt;-separated item indicates either a (sub) menu or tabbed dialog navigation. The final item is the one to choose/select/deselect, etc.</p>
<h3>Notes</h3>
<blockquote><p>Important notes about things that might not otherwise be obvious are shown in this format</p></blockquote>
<h3>"Context-click"</h3>
<p>Many times the term <code>context-click</code> is used to indicate that you should (typically) right-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 - 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.</p>
<h3>Mouse Buttons</h3>
<p>We refer to <a href="/setting-up-your-system/the-mouse">mouse buttons</a> as <kbd>Left</kbd>, <kbd>Middle</kbd> and <kbd>Right</kbd>. Ardour can use additional buttons, but they have no default behaviour in the program. </p>
<h3>"The Pointer"</h3>
<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.</p>

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---
layout: default
title: Additional Resources
---
<p>In addition to this documentation, you may to check a variety of other resources.</p>
<h3>Release Notes</h3>
<h3>The Ardour Forums</h3>
<h3>Information about Ardour Support</h3>
<h3>The Ardour Users Mailing List</h3>

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---
layout: default
title: Introducing Ardour
---
<p>This chapter gives you a conceptual overview of Ardour and provides an example of a common workflow when creating music with the program.</p>
<p>This chapter covers:</p>
{% children %}

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---
layout: default
title: Creating Music with Ardour
---
<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 workflow.</p>
<h3>Stage 1: Creating Your Project</h3>
<p>The first step is to create a new session, 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="/working-with-sessions">Working With Sessions</a>.</p>
<h3>Stage 2: Creating and Importing Audio and MIDI data</h3>
<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>
<ul>
<li>Record incoming audio or MIDI data, either via audio or MIDI hardware connected to your computer, or from other applications.
</li>
<li>Create new MIDI data using the mouse and/or various dialogs
</li>
<li>Import existing media files into the session
</li>
</ul>
<p>MIDI recordings 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. Two different synthesizers may produce very different sound in response to the same incoming MIDI data.</p>
<p>Audio recordings can be made from external instruments with electrical outputs (keyboards, guitars etc.) or via microphones for acoustic instruments. </p>
<p>Ardour uses the JACK Audio Connection Kit 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.</p>
<h3>Stage 3: Editing and Arranging</h3>
<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 Editor window.</p>
<p>Your audio/MIDI data appears in chunks called "regions", which are arranged into horizontal lanes called "tracks". 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 - Ardour is a <em>non-destructive</em> 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 transformations to the contents of regions, again without altering anything on disk. You can alter/move/delete MIDI notes, and remove silence from audio regions, for example.</p>
<h3>Stage 4: Mixing and Adding Effects</h3>
<p>Once you have the arrangement of your session mostly complete, you will typically move on to the <em>mixing</em> phase. <em>Mixing</em> 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.</p>
<p>Ardour will allow you to automate changes to any mixing parameters (such as volume, panning, and effects controls) - 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 changes you need, even for just one track, will vary in one part of a session compared to another - rather than a single new setting for the volume, you will often need increases followed by decreases (for example, to track the changing volume of a singer). Using automation can make all of this relatively simple.</p>
<h3>Stage 5: Export</h3>
<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 <em>export</em> 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>OI 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.</p>

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---
layout: default
title: Understanding Basic Concepts and Terminology
---
<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.</p>
<h3>Sessions</h3>
<p>An Ardour session is a container for an entire project. A session may contain an arbitrary number of tracks and busses consisting of audio and MIDI 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.</p>
<p>Ardour sessions are held in directories; these directories contain one or more session files, 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 XML 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 SMF (standard MIDI format).</p>
<p>It is also possible for Ardour sessions to reference sound and MIDI files outside the session directory.</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 bound at <a href="/working-with-sessions">Working With Sessions</a>.</p>
<h3>Tracks</h3>
<p> A track is a concept common to most DAWs, and used also 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.</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.</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.</p>
<p>More details can be bound at <a href="/working-with-tracks">Working With Tracks</a>.</p>
<h3>Regions</h3>
<p>A track may contain many segments of audio or MIDI. Ardour contains these segments in things called regions, 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 bound at <a href="/working-with-regions">Working With Regions</a>.</p>
<h3>Playlists</h3>
<p>The details of what exactly each track should play back is described by a playlist. 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 bound at <a href="/working-with-playlists">Working With Playlists</a>.</p>
<h3>Busses</h3>
<p>Busses 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.</p>
<p>One might typically use a buss 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.</p>
<h3>Plugins</h3>
<p>Ardour allows you to process audio and MIDI using any number of plugins. These are external pieces of code, commonly seen as VST plugins on Windows or AU plugins on Mac OS X. Generally speaking, a plugin is written using one (and maybe more) standards. Ardour's plugin support is for the following standards:</p>
<dl class="wide-table">
<dt>LADSPA</dt>
<dd>the first major plugin standard for Linux. Many LADSPA plugins are availble, mostly free and open-source.</dd>
<dt>LV2</dt>
<dd> the successor to LADSPA. Lots of plugins have been ported from LADSPA to LV2, and also many new plugins written.</dd>
<dt>VST</dt>
<dd>Ardour supports VST plugins that have been compiled for Linux.</dd>
<dt> AudioUnit (AU)</dt>
<dd>Mac OS X versions of Ardour support AudioUnit (AU) 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. 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 bound at <a href="/working-with-plugins">Working With Plugins</a>.</p>
</dl>
</dl>

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---
layout: default
title: Setting Up Your System
---
<p>Using a general purpose computer for recording digital audio is not always trivial. This chapter will guide you through the basic steps and help you with some of the most common pitfalls.</p>
<p>This chapter covers the following:</p>
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---
layout: default
title: The Right Computer System for Digital Audio
---
<p>It would be nice to think that you could just go and buy any computer, install a bit of software on it and start using it to record and create music. This idea isn't wrong, but there some important details that it misses. </p>
<p>Any computer that you can buy today (somewhere around the end of 2012) is capable of recording and processing a lot of audio data. It will come with a builtin audio interface that can accept inputs from microphones or electrical instruments. It will have a disk with a huge amount of space for storing audio files. </p>
<p>When you are recording, editing and mixing music, you generally want to work with very little delay between the time that a sound is generated and when you can hear it. When the audio signal flows through a computer, that means that the computer has to be able to receive the signal, process it and send it back out again as fast as possible. And that is where it becomes very important <em>what</em> computer system you have, because it is <strong>absolutely not</strong> the case that any computer can do this job well. </p>
<p>Routing audio through a computer will always cause some delay, but if it is small, you will generally never notice it. There are also ways to work in which the delay does not matter at all (for example, not sending the output from the computer to speakers).</p>
<p>The delay or "latency" that you want for working with digital audio is more typically in the 1-5msec range. For comparison, if you are sitting 1m (3ft) from your speakers, the time the sound takes to reach your ears is about 3msec. Any modern computer can limit the delay to 100msec. Most can keep it under 50msec. Many will be able to get down to 10msec without too much effort. If you try to reduce the delay on a computer that cannot meet your goal, you will get clicks and glitches in the audio, which is clearly extremely undesirable.</p>
<p>Many, many things can affect the lowest latency that a computer can support.</p>
<h3>Hardware-related Considerations</h3>
<dl class="wide-table">
<dt>Video interface
</dt>
<dd>Poorly engineered video interfaces (and/or their device drivers) can "steal" computer resources for a long time, preventing the audio interface from keeping up with the flow of data</dd>
<dt>Wireless interface
</dt>
<dd>Poorly engineered wireless networking interfaces (and/or their device drivers) can also block the audio interface from keeping up with the flow of data</dd>
<dt>USB ports
</dt>
<dd>If you are using an audio interface connected via USB, and sometimes even if you are not, the precise configuration of your system's USB ports can make a big difference. There are many cases where plugging the interface into one port will work, but using different USB port results in much worse performance. This has been seen even on Apple systems.</dd>
<dt>CPU speed control
</dt>
<dd>Handling audio with low latency requires that your processor keeps running at its best performance (speed) at all times. Many portable systems try to regulate processor speed in order to save power - for low latency audio, you want this totally disabled, either in the BIOS or at the OS level</dd>
<dt>Excessive Interrupt Sharing</dt>
<dd>If your audio interface is forced by your computer to share an "interrupt line" (basically a way to tell the CPU that something needs its attention) with too many, or the wrong, other devices, this can also prevent the audio interface from keeping up with the flow of data. In laptops it is generally impossible to do anything about this. In many desktop systems, it is possible at the BIOS level to reassign interrupts to workaround the problem.</dd>
<dt>System Management Interrupts (SMIs)
</dt>
<dd>SMIs are interrupts sent by the motherboard to tell the computer about the state of various hardware. They cannot be (safely) disabled, but they can also take a (relatively) long time to process. It is better to have a motherboard which never sends SMIs at all - this is also a requirement for realtime stock trading systems, which have similar issues with latency.</dd>
<dt>Excessive (bass) vibration
</dt>
<dd>This doesn't affect the flow of data to/from the audio interface, but it can cause the flow of data to/from your disk storage to become <em>much</em> slower. If you are going to use a computer in an environment with live sound, make sure to place it so that the disk is not subject to noticeable bass vibration. What actually happens is that the vibrations cause the mechanism inside the disk to detect read errors, and this forces a retry of the reading from the disk itself. Retrying over and over massively reduces the rate at which data can be read from the disk. Avoid this.</dd>
</dl>
<p>  </p>
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---
layout: default
title: The Mouse
---
<p>Ardour is designed to work best with a 3 button mouse equipped with a scroll wheel. </p>
<p>It can be used with a 2 button mouse or touchpad, but at least 2 key operations will not (easily) be available to you:</p>
<ul>
<li>time-constrained region copying
</li>
<li>MIDI bindings created by "learning" them from incoming MIDI
</li>
</ul>
<p>You are strongly encouraged to invest in a 3 button mouse. You will find that a good quality mouse (especially one with a weighted, latchable scroll wheel) will make your use of Ardour vastly more efficient. They are cheap, and time is not.</p>

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---
layout: default
title: Using External MIDI Devices
---

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---
layout: default
title: Connecting Audio and MIDI Devices
---

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---
layout: default
title: MIDI on OS X
---
<p>CoreMIDI is a part of any OS X system and provides the device drivers and libraries needed by MIDI applications. </p>
<p>You will need to ensure that you are running a version of JACK for OS X that has a working CoreMIDI - JACK MIDI bridge. This first appeared in version 0.89 of JackOS X.</p>

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---
layout: default
title: MIDI on Linux
---
<h2>Ensure that a2jmidid is running</h2>
<p><code>a2jmidid</code> is an application that "bridges" between the system MIDI ports and JACK.</p>
<p>First you should be sure that there is no ALSA sequencer support enabled in jack. To do that open qjackctl's <em>Setup</em> window.</p>
<p>In the <em>Settings</em> tab set the <em>MIDI Driver</em> drop down to the <em>none</em> option.</p>
<p>Then go to the <em>Misc</em> tab and uncheck the <em>Enable ALSA Sequencer support</em> option.</p>
<p>Now it's time to restart your jack server before going on.</p>
<h4>Checking for a2jmidid availability</h4>
<p>First thing is checking if <em>a2jmidid</em> is already installed in your system. To do it first start your jack server and then call</p>
<pre>a2jmidid -e</pre>
<p>from the command. If <em>a2jmidid</em> is there go on with <strong>Checking surface control MIDI ports</strong>. Otherwise install the newest <em>a2jmidid</em> available and try again.</p>
<h4>Checking surface control MIDI ports</h4>
<p>After starting <em>a2jmidid</em> your control surface MIDI ports should appear in qjackctl's <em>Connections</em> window on the <em>MIDI</em> tab under <em>a2j</em>. If it does go on to the next step: <strong>Automatically calling a2jmidid when starting jack</strong>. If it doesn't you have to troubleshoot why it didn't. <em>(How to troubleshoot a2jmidid?)</em></p>
<h4>Automatically calling a2jmidid when starting jack</h4>
<p>It's troublesome to have to manually start <em>a2jmidid</em> by hand each time you start jack. Here is one way to do it automatically. This step isn't mandatory, it's just a convenience. If you are not interested you can go on to the next step <strong>Enabling Ardour's mackie control ports in qjackctl</strong>.</p>
<p>Create a script that calls jack if you aren't using one yet. In it change the line that calls jack to have an ampersand at it's end like that:</p>
<pre>
/usr/bin/qjackctl &amp;
</pre>
<p>In this case I call qjackctl that starts jack so I include the ampersand in qjackctl's call. If you call jack directly, put the ampersand at the end of it's call line.</p>
<p>Now include the following lines after the line that calls jack:</p>
<pre>
/usr/bin/sleep 5
/bin/bash -c "/usr/bin/a2jmidid -e" &amp;
</pre>
<p>All you have to do now is use your new script to call jack.</p>

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---
layout: default
title: Ardour's Interface
---
<p>In Ardour, you work in two main windows: the Editor window and the Mixer window.</p>
<p><img src="/ardour/manual/html/diagrams/editor-summary.png" alt="ardour's editor window"></p>
<p>The Editor window includes the editor track "canvas" where you can arrange audio and MIDI data along a timeline. This is the window you will be in while editing and arranging a project. The window has a general "horizontal" sense to it: the timeline flows from left to right, the playhead showing the current position in the session moves from left to right - the window really represents "time" in a fairly literal way.</p>
<p><img src="/ardour/manual/html/diagrams/mixer-summary.png" alt="ardour's mixer window"></p>
<p>The Mixer window on the other hand represents signal flow and is the window you will probably be using most when mixing a session. It includes elements called "channel strips" for each track and bus in your session. It has a general "vertical" sense to it: signals flow from the top of each channel strip through the processing elements in the strip to reach the output listed at the bottom. </p>
<p>It is possible to show a single channel strip in the editor window, and some people find this enough to work on mixing without actually opening the mixer window. Most of the time though, you will want both of these windows at various stages of a session's lifetime - sometimes you'll be focused on editing, sometimes on mixing and possibly some of the time on both.</p>
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---
layout: default
title: Starting Ardour
---
<p>There are several ways of starting Ardour, which may vary depending on which platform you are using it on.</p>
<ul>
<li>double-click the Ardour icon in your platfom's file manager (e.g. Nautilus on Linux, Finder on OS X)</li>
<li>double click on an Ardour session file in your platform's file manager</li>
<li>on Linux, you can also start Ardour <a href="/ardours-interface/starting-ardour/starting-ardour-from-the-command-line">on the command line</a>
</li>
</ul>
<p>When Ardour is run for the very first time, a special dialog is displayed that will ask you several questions about your setup. You will not be asked these questions again, but you can always modify your choices via the Preferences dialog.</p>
<p>In general, it is sensible to start JACK before you run Ardour. This is not necessary, but will provide you with more control and options over JACK's operation. </p>
<p>If you open Ardour without specifying an existing session it will display the "New Session" dialog. If JACK is not already running, there will be an extra "Audio Engine" tab in that dialog to configure JACK, which Ardour will start automatically.</p>
<p>If you did specify an existing session but JACK is not already running, the "New Session" dialog will contain just the Audio Engine tab. </p>
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---
layout: default
title: Starting Ardour From the Command Line
---
<h2>Starting Ardour on the command line (Linux)</h2>
<p>Like (almost) any other program on Linux, Ardour can be started on the command line.</p>
<ul>
<li>type the following command in a terminal window<br><pre>ardour3</pre>
</li>
<li>to start Ardour with an existing session, type the following command in a terminal window<br><pre>ardour3 /path/to/session</pre>
<p>replacing /path/to/session with the actual path to your session. You can specify either the session folder or any session file inside the folder (including snapshots).</p>
</li>
<li>to start Ardour with a new, named session, type the following command in a terminal window<br><pre>ardour3 -N /path/to/new/session</pre>
<p>replacing /path/to/new/session with the name of the folder where you want the session stored.
</p>
</li>
</ul>
<h3>Other Command Line Options</h3>
<dl>
<dt></dt>
<dd></dd>
</dl>

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

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---
layout: default
title: Key Bindings
---
<p>Almost every available function in Ardour can be executed via a key binding (or OSC command). There are many more functions available than there are keys on even the largest current computer keyboards, so only a subset of them are bound to keys by default.</p>

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

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---
layout: default
title: Tooltips
---
<p>By default, Ardour will often show helpful information about the purpose and use of most GUI control (buttons etc.) if you position the pointer over the GUI control and leave it there momentarily. These can be a good way to discover the purpose of many aspects of the GUI.</p>
<p>This can be distracting for experienced users, who may opt to disable it via <code>Edit &gt; Preferences &gt; GUI &gt; Show tooltip if mouse hovers over a control</code>.</p>

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---
layout: default
title: Undo/Redo for Editing
---
<h2>Undo/Redo for Editing</h2>
<p>It is very common to make changes while editing that you did not intend to, or that you later decide were the wrong choice. All changes to the arrangement of session components (regions, control points) along the timeline can be undone (and then redone). The default keybinding for undo is Ctrl/Cmd-z and for redo is Ctrl/Cmd-r (these match the conventions of most other applications that provide undo/redo.</p>
<p>Changes are also saved to the session history file, so that undo/redo is possible even if you close the session and reopen it (even if you quit Ardour in between).</p>
<p>The maximum number of changes that can be undone can be altered in the Editing tab of the Preferences dialog. The maximum number of changes stored in the history file is a separate parameter, and can also be set in the same place.</p>

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---
layout: default
title: Using the Mouse
---
<h2>Clicking</h2>
<p>Throughout this manual, the term "click" refers to the act of pressing and releasing the leftmost mouse button (technically the button that is identified as button number 1 - your operating system may allow this be reassigned). This action is used to select objects, activate buttons, turn on/off choices, popup menus and so forth.</p>
<p>On touch surfaces, it also corresponds to a regular, single-finger tap on the GUI.</p>
<h2>Right Clicking</h2>
<p>Throughout this manual, the term "right-click" refers to the act of pressing and releasing the rightmost mouse button (technically the button that is identified as button number 3 - your operating system may allow this be reassigned). This action is used to pop up "context menus" (hence the term "context click", which you will also see). It is also used by default in combination with the shift key for deleting objects within the editor window.</p>
<h2>Double Clicking</h2>
<p>A "double click" refers to two rapid press/release actions on the leftmost mouse button. The time interval between the two press/release actions that determines whether this is seen as two clicks or one double click is controlled by your system preferences, not by Ardour.</p>
<h2>Drags</h2>
<p>Throughut this manual, the term "drag" primarily refers to the act of pressing the leftmost mouse button, then moving the mouse with the button held down, and then releasing the button. On touch surfaces, this term also corresponds to a normal single finger touch-motion-release action.</p>
<p>Ardour also uses the middle mouse button for certain kinds of drags, which will be referred to as "middle-drag" - these are identical to a normal drag except that they involve using the middle button rather than the left button.</p>
<h2>Modifiers</h2>
<p>There are many actions in Ardour that can be carried out using a mouse button in combination with a "modifier key". When the manual refers to Ctrl-click, it means that you should first press the Control key, then carry out a normal click while the Control key is held down, and then finally release the Control key. Available modifiers depend on the platform you are using Ardour on:</p>
<h3>Linux Modifiers</h3>
<ul>
<li>Control (Ctrl)
</li>
<li>Shift</li>
<li>Alt</li>
<li>Mod2</li>
<li>Mod3</li>
<li>Mod4</li>
<li>Mod5</li>
</ul>
<p>Mod2 typically correspond to the NumLock key on many systems. On most Linux systems, there are no keys that will function as modifiers Mod3, Mod4 or Mod5 by default, but they can be setup using xmodmap(1). This can be rather useful.</p>
<h3>OS X Modifiers</h3>
<ul>
<li>Command (Cmd)
</li>
<li>Control (Ctrl)
</li>
<li>Option (Alt)
</li>
<li>Shift
</li>
</ul>
<h2>Mouse Wheel/Scroll</h2>
<p>Ardour can make good use of a scroll wheel on your mouse, which can be utilized for a variety of purposes. Scroll wheels can generate both vertical scroll events (ScrollUp and ScrollDown) and/or horizontal events (ScrollLeft and ScrollRight). When appropriate, Ardour will differentiate between these two different scroll axes. Otherwise it will interpret ScrollDown and ScrollLeft as equivalent and similarly interpret ScrollUp and ScrollRight as equivalent. </p>
<p>Typically, scrolling is used to adjust continuous controls (e.g. faders/knobs), or to scroll vertically or horizontally.</p>

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

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

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---
layout: default
title: Introducing the Editor Window
---
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---
layout: default
title: Editor Lists
---
<p>At the right of the editor 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 list can be hidden or shown using the Show Editor List option from the View menu. 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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---
layout: default
title: Ranges & Marks List
---
<p>See <a href="/working-with-markers/getting-to-know-the-locationsmarks-list">this section</a> for information on this list/section of the Editor Lists.</p>

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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. At the right of the list are four columns of flags that can be altered:</p>
<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. 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 glued 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 block regions below them from being heard, whereas transparent 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: 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 & 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 “Track and bus groups”.</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>E</dt>
<dd>whether edits to the constituents are performed to all others.</dd>
<dt>A</dt>
<dd>whether the constituents share active status. </dd>
</dl>
<p> </p>

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---
layout: default
title: Tracks & 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 can all be clicked to alter the track/bus state, and they represent the following:</p>
<dl>
<dt>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>A</dt>
<dd>whether the track or bus is active; unactive tracks will not play, and will not consume any CPU.</dd>
<dt>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>R</dt>
<dd>whether the track is record-enabled.</dd>
<dt>M</dt>
<dd>whether the track is muted.</dd>
<dt>S</dt>
<dd>track solo state.</dd>
<dt>SI</dt>
<dd>track solo-isolated state.</dd>
<dt>SS</dt>
<dd>solo safe state. </dd>
</dl>
<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: The Editing Toolbar
---
<h3>Mouse Modes</h3>
<dl class="wide-table">
<dt>Object Tool</dt>
<dd>Used for selecting, moving, deleting and copying objects. See below for a full description.</dd>
<dt>Range Mode</dt>
<dd>When in range mode, 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 ond the selection of your tracks.
<p>If none of your track is selected, the Range Tool will operate on all the session track visualized in the Editor.</p>
<p>If you want to operate just some track, select the track you want to edit with the Range Tool.</p>
</dd>
<dt>Zoom Tool</dt>
<dd>When in zoom mode, the mouse pointer appears as a magnifying glass whenever it is over the track canvas or the rulers. This mode is used to zoom the display to any range that is determined by clicking and dragging the Button1 to specify the range. You can also utilize a single click with Button1 to zoom in by one level focused on the mouse cursor, likewise a single click on Button3 will zoom out by one level focused on the mouse.</dd>
<dt>Region Gain Tool</dt>
<dd>When in gain edit mode, the mouse pointer will change to cross-hairs. You can then click within a region to change the gain automation for that region. This automation is separate from fader automation for individual tracks, but works in conjunction with the track's fader. This automation will remain locked to the region's time, so if the region is moved, the region gain automation is moved along with it.</dd>
<dt>TimeFX Tool</dt>
<dd>When in timefx mode, the mouse pointer appears as a distinctive 'expanding' illustration whenever it is over the track canvas or the rulers. This mode is used to resize regions using a timestretch algorithm. It is utilized by clicking on an edge of a region of audio and dragging it one way or the other to either stretch or shrink the region.</dd>
<dt>Audition Tool</dt>
<dd>Clicking a region using the "audition" tool will audition the region.
<p>You can also "scrub" 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>
<p>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 commonly utilized mode in Ardour, as it allows you to select and move regions, as well as modify automation points on the automation tracks.</p>
<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>Smart Mode</h3>
<p>The "Smart Mode" button to the left of the mouse mode buttons modifies "Object Tool" mode. 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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---
layout: default
title: Using Ardour Clock Displays
---
<p>
Clocks in Ardour are the basic way of displaying time values 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, which is described below, but a few clocks serve particularly important roles.</p>
<h3>Transport Clocks</h3>
<p>
In the transport bar of the editor window there are two (or, if you are on a very small screen, just one) clocks that display both the current position of the playhead, and additional information related to transport control and the timeline. These are called the "transport clocks"; the leftmost one is the primary transport clock and the rightmost one is the secondary transport clock. They look like this:
</p>
<p>
<img src="/files/manual/a3/images/new_main_clocks.png" alt="an image of the transport clocks in ardour 3"></p>
<p>
Editing the time in the transport clocks will reposition the playhead in the same way that various other editing operations will.
</p>
<h4>The Big Clock</h4>
<p>
Under the <code>Windows</code> item in the main menu you will find the "Big Clock" window, which also shows the playhead position in a big, fully resizable window. 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, or in another, room). The big clock will also 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>
<p>
<a href="/files/bigclock.png"><img src="/files/bigclock.png" height="100" alt="an image of the big clock filling a screen"></a> <a href="/files/bigclock-recording.png"><img src="/files/bigclock-recording.png" height="100" alt="an image of the big clock while recording"></a>
</p>
<h4>The Special Role of the Secondary Transport Clock</h4>
<p>
There are a number occasions when Ardour needs to display time values to the user but there is no obvious way to specify what units to use. The most obvious is in the big 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>
<p>
The transport bar also contains a set of 5 clocks that show the current selection range and punch ranges. 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>
<p>
<img src="/files/selectionpunchclocks.png" alt="an image of the the selection and punch clocks in ardour 3"></p>
<p></p>
<h2>Clock Modes</h2>
<p>Every clock in Ardour has four different modes it can be set to, each of which displays time using different units. You can change the clock mode by right-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 Hours:Minutes:Seconds:Frames, measured from the timecode zero point on the timeline (which may or may not correspond to the session start and/or absolute zero on the timeline). The frames per second (FPS) value is dictated by either the session FPS setting, or, if slaved to an external timecode master, the master. In the transport clocks, the FPS value is shown below the time display, along with an indication of the current timecode source (INT means that Ardour is its own timecode source)</dd>
<dt>BBT</dt>
<dd>Time is shown as Bars:Beats:Ticks, indicating musical time measured from the start of the session. The transport clocks show the current tempo (as bpm) 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 offsets).</dd>
<dt>Samples</dt>
<dd>Time is shown as a sample count 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 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 clocks (if you work on a small screen, you may only have one) can be independently set to display "Delta to Edit Point" 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 relationship between these two points. The clocks will use a different color when in this mode to avoid confusion about the displayed value.
</p>
<p>
To switch either (or both!) of the transport clocks into this mode, use <code>Edit-&gt;Preferences-&gt;Transport</code> and select or de-select the relevant check-button.
</p>
<p>
Note that when set into this "Delta to Edit Point" 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 from the keyboard 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 - 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 <code> 1 2 1 5 2 0 1 5</code>. Each number you type will appear in a different color, from right to left, overwriting the existing value. Mid-edit, after typing <code>3 2 2 2</code> the clock might look like this:</p>
<p>
<img src="/files/clockedit.png" alt="an image of a clock being edited in ardour 3"></p>
<p>
To finish the edit, press the enter/return or tab key. To exit an edit without changing the clock press the escape key. 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 may begin again.
</p>
<p>
To end an edit without changing the clock press the escape key.
</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 the keybinding editor under "Transport" called "Focus On Clock". If bound to a key (the divide key on a keypad is the default at time of writing), 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 possible to enter part of a full time value. Suppose that the clock is in BBT mode, and displaying <code>024|03|0029</code> and you want to alter the value to be the first beat of the bar. Click on the clock and type <code>0 1 0 0 0 0</code>. Similarly, if it is in Minutes:Seconds mode, and displaying <code>02:03:04.456</code> and you want to get to exactly 2 hours, click on the clock and type <code>0 0 0 0 0 0 0</code> 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 the + or - keys (the ones on any keypad will also work). Using the plus key will add the entered value to the current value of the clock; using minus will subtract it. For example, if the clock is in Samples mode and displays <code>2917839</code>, you move it back 2000 samples by typing <code>2 0 0 0</code> and then the - key rather than enter/return/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 away from you will increase the value shown on the clock, moving it towards you will decrease the value shown on the clock. The step size is determined by which field of the clock you position the mouse over. If the clock is in Timecode mode and the mouse pointer is over the Seconds field, the clock value will increase or decrease by one second at a time. If you move the mouse point to the Hours field, the value will increase or decrease by one hour at a time. It works similarly in all other clock modes.
</p>
<h3>Dragging the mouse</h3>
<p>
Position the mouse pointer over the clock, press the left mouse button and drag. Dragging upwards will increase the value shown on the clock, dragging downwards will decrease the value shown on the clock. The step size is determined by which field of the clock you position the mouse over. If the clock is in Timecode mode and you begin dragging with the mouse pointer over the Seconds field, the clock value will increase or decrease by one second at a time. If you begin dragging with the mouse over the Hours field, the value will increase or decrease by one hour at a time. It works similarly in all other clock modes.
</p>

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---
layout: default
title: Controlling Playback
---
<p>Ardour offers many ways to control playback 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>
<p>Note that if you synchronize Ardour with other devices then some or all of these control methods may not be available - depending on the synchronization protocol, Ardour may respond only to commands sent from the other device(s).</p>
<p>This chapter covers the following:</p>
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---
layout: default
title: Looping the Transport
---
<p>When the <code>loop</code> transport button is pressed, the playhead will jump the start of the loop range, and continue to the end of the loop range before returning to the start and repeating.</p>
<p>While looping, a light green area is displayed over the tracks to show the loop range.</p>
<p>Please see <a href="/working-with-markers/the-loop-range">this section</a> for more information on defining and altering the loop range.</p>

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---
layout: default
title: Positioning the Playhead
---
<p>The playhead 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>
<p>The command <code>Editor/set-playhead</code> (default binding: <kbd>p</kbd>) will set the playhead at the position of the pointer, if it is within the editor track area.</p>
<h2>Positioning the Playhead on the timeline</h2>
<p>An unmodified click anywhere on the timeline (rulers) will move the playhead to that position.</p>
<h2>Positioning the Playhead with the transport clocks</h2>
<p>Click on either the primary or secondary transport clock and <a href="/ardours-interface/using-ardour-clock-displays">edit the value</a> to move the playhead to a specific position.</p>
<h2>Positioning the Playhead at a marker</h2>
<p>Context-click on the marker and select either <code>Locate to here</code> or <code>Play from here</code>. </p>
<p>Alternatively, position the pointer within the marker and press <kbd>p</kbd> to set the playhead at the marker.</p>

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---
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 command names.</p>
<dl class="wide-table">
<dt>Space</dt>
<dd>switch between playback and stop.</dd>
<dt>Home</dt>
<dd>Move playhead to session start marker</dd>
<dt>End</dt>
<dd>Move playhead to session end marker<br><dd>
</dd>
</dd>
<dt>Right Arrow</dt>
<dd></dd>
<dt>Left Arrow</dt>
<dd></dd>
<dt>0</dt>
<dd>Move playhead to start of the timeline</dd>
</dl>
<p>Commands without default bindings include:</p>

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layout: default
title: Using the Nudge Controls
---
<p>If there are no selected objects, the nudge controls can be used to move the playhead by a fixed amount backward or forward. 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 - it is usually used to move selected objects by specific distances, rather than the playhead.</p>

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---
layout: default
title: Using the Transport Bar
---

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---
layout: default
title: Working With Markers
---
<p>It is very useful to be able to tag different locations in a session for use when editing and mixing. Ardour supports both <code>locations</code>, which define specific single positions in time and <code>ranges</code> which define a start and end position in time. </p>
<p>There are also 3 special kinds of markers:</p>
<dl class="narrower-table">
<dt>CD markers</dt>
<dd>locations that are restricted to legal CD track boundaries, and be used to add track marks/info to compact disc (CD) images.</dd>
<dt>Loop range</dt>
<dd>a range used to define transport loop start and end points.</dd>
<dt>Punch range</dt>
<dd>a range used to define start and/or end points for punch recording</dd>
</dl>
<p>This chapter covers the following:</p>
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---
layout: default
title: Creating Location Markers
---
<p>You can create a location marker at any position in a session.</p>
<h3>Create a location marker at the current position of the playhead</h3>
<h3>Create a location marker in a specific position on the timeline</h3>

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---
layout: default
title: Creating Range Markers
---
<h3>Creating a Range on the timeline</h3>
<h3>Creating a Range in the Locations+Marks List</h3>

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---
layout: default
title: Getting To Know the Locations+Marks List
---
<p>The Locations+Marks List is visible on a tab in the Editor Lists area. It 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>
<p>First, there is the current loop and punch range; there are three clocks, being the start of the range, the end of the range and the length of the range. The start and end points have a Use PH button beside them, which you can click to set the corresponding position using the current position of the playhead. Following this is a list of the session's markers, and finally there is a list of the range markers. At the bottom of the list are buttons to add new markers or ranges. The - button beside each marker and range allows that particular mark to be removed.</p>

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---
layout: default
title: Moving Markers
---
<h2>To move a single marker</h2>
<p>Click and drag it to a new location on the timeline. </p>
<h2>To move multiple markers</h2>
<p>Ctrl-click each marker you want to move, then drag one of the selected markers to a new location. All other selected markers will move with it, though bounded by the zero point on the timeline.</p>
<h2>To move both ends of a range at once</h2>
<p><kbd class="mod1">drag</kbd> one of the range markers (the start or end) and the other will in sync with it.</p>

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---
layout: default
title: The Loop Range
---
<p>The loop range is a special range that defines the start and end points when <code>loop-mode</code> is enabled in the transport bar.</p>
<h3>Defining the loop range on the timeline</h3>
<h3>Defining the loop range in the Locations+Marks list</h3>

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layout: default
title: The Marker Context Menu
---
<p> Several operations on markers are available by right-clicking them to open the marker context menu. From this menu, you can:</p>
<dl>
<dt>Locate to Here</dt>
<dd>move the playhead to this marker's position.</dd>
<dt> Play from Here</dt>
<dd>start playback from this marker's position.</dd>
<dt>Move Mark to Playhead</dt>
<dd>move this marker to the current playhead position.
</dd>
<dt>Create Range to Next Marker</dt>
<dd>create a range marker between this location and the next one along on the timeline.</dd>
<dt>Hide</dt>
<dd>hide this marker from the view. It can be re-shown from the Locations window</dd>
<dt>Rename</dt>
<dd>change the name of the marker.</dd>
<dt>Lock</dt>
<dd>if this is ticked, it will be impossible to drag the marker's position; useful if you want to prevent accidental movements.</dd>
<dt>Glue to Bars and Beats</dt>
<dd>if this is ticked, the marker will maintain its position in bars and beats even if there are changes in tempo and meter</dd>
<dt>Remove</dt>
<dd>removes the marker. </dd>
</dl>
<p>There are also a few options on the Active Mark submenu of the Transport menu. These options apply to the currently selected location marker, and move it to a nearby region boundary, region sync point, or to the playhead or mouse.</p>

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layout: default
title: The Punch Range
---
<p>The punch range is a special range used to define where recording will start and/or stop during a <code>punch</code>.</p>
<h3>Defining the punch range on the timeline</h3>
<h3>Defining the punch range in the Locations+Marks list</h3>

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---
layout: default
title: Working With Sessions
---
<p>This chapter covers the following:</p>
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---
layout: default
title: Backup and Sharing of Sessions
---
<p>An Ardour session is stored in a single folder on your computer's filesystem. This makes backup very easy - any tool capable of backing up a folder (i.e. all of them) can be used to backup a session. You pick the location of a session when it is created - by default it will be in your default session location, which can be altered via <code>Edit &gt; Preferences &gt; Misc &gt; Session Management</code>. </p>
<blockquote><p>
There is complication: a session may reference embedded media that are stored outside of the session folder. At this time (December 2012), there is no particularly good solution for this. Backing up a session with embedded files will not create a copy of the session containing those files.
</p></blockquote>
<p>The single folder approach also makes sharing a project easy. Simply copy the session folder (onto a storage device, or across a network) and another Ardour user (on any platform) will be able to use it. The limitation regarding embedded files applies to session sharing as well.</p>

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---
layout: default
title: Interchange with other DAWs
---
<p>It has never been particularly easy to move sessions/projects created on one DAW to another. There are two "standards" that exist that have reasonably widespread support:</p>
<ul>
<li>OMF (Open Media Framwwork), also known as OMFI. Developed and controlled by Avid, never standardized</li>
<li>AAF (Advanced Authoring Format). Developed by a consortium of media-related corporations.</li>
</ul>
<p>but in practice both of these "standards" have such complex and/or incomplete specifications that different DAWs support them partially, differently or not at all. </p>
<h3>Moving an Ardour session to another DAW</h3>
<p>To move an Ardour session to another DAW, you have 3 basic choices:</p>
<ul>
<li>Stem exports
</li>
<li>Copy the interchange folder
</li>
<li>Use AATranslator
</li>
</ul>
<h3>Moving another DAW session to Ardour</h3>
<p>To move a session from another DAW to Ardour, you have 2 basic choices:</p>
<ul>
<li>Stem exports
</li>
<li>Use AATranslator
</li>
</ul>
<p>More details on these options are available:</p>
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---
layout: default
title: Copying The Interchange Folder
---
<p>All media in a session folder is stored in a sub-folder called "interchange". Below that is another folder with the name of the session. You can copy either of these to another location and use the files within them with any other application, importing them all into a project/session. You will lose all information about regions, tracks, and timeline positioning, but all the data that Ardour was working with will be present in the other DAW. Nothing below the "interchange" folder is specific to Ardour - any DAW or other audio/MIDI application should be able to handle the files without any issues.</p>

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---
layout: default
title: Stem Exports
---
<p>Stem exports are covered fully in the <a href="/exporting">Export</a> chapter. A stem export creates 1 file per track, starting at the beginning of the session. You can then import each track into another DAW and begin working on it. You lose all data except the actual audio/MIDI (no plugins, no automation). This is one of the most common methods of interchange because it works between all DAWs.</p>

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---
layout: default
title: Using AATranslator
---
<p><a href="http://www.aatranslator.com.au/">AATranslator</a> is a Windows application that can convert sessions/projects from many diffferent DAWs into other formats. At the present time (December 2012), it can read and write Ardour 2.X sessions, and can read Ardour 3 sessions. </p>
<p>The program runs very well on Linux using <a href="http://www.winehq.org/">Wine</a> (a Windows environment for Linux). There are equivalent solutions for running Windows applications on OS X, but we have no experience with them at this time. Ardour users have reported great results using AATranslator on Ardour 2.X sessions.</p>
<p>The <a href="http://www.aatranslator.com.au/">AATranslator website</a> has full details on which formats/DAWs it supports, but they include ProTools, Live, Reaper, OMF, AAF and many more.</p>
<p><img src="/images/No%20problem.gif"></p>

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---
layout: default
title: Renaming a Session
---
<p>Use <code>Session &gt; Rename</code> to give your session a new name. A dialog will appear to ask you for the new name.</p>
<p>This operation does <strong>not</strong> make a new session folder - the existing session folder and relevant contents are renamed. If your session was not saved before a rename operation, it will be saved automatically and then renaming will continue.</p>
<blockquote><p>Ardour has no "Save As" operation that actually makes a new copy of the session folder and its contents. </p></blockquote>

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---
layout: default
title: Session Templates
---
<p>Session templates are a way to store the setup of a session for future (re)use. They do not store any <em>data</em> but do store (for example):</p>
<ul>
<li>The number of tracks and busses, along with their names
</li>
<li>The plugins present on each track or bus (if any)
</li>
<li>All I/O connections
</li>
</ul>
<h3>Creating a Session Template</h3>
<p>Choose <code>Session &gt; Save Template</code>. A dialog will appear to ask you for the name of the new template.</p>
<h3>Using a Session Template</h3>
<p>In the New Session dialog, choose the desired template from the combo selector.</p>
<p>Note that you can also use an existing session as a template, without saving it as one. This is available as an option in the New Session dialog. Doing this will not alter the existing session at all, but will use its track, bus and plugin configuration just like a template.</p>
<p>See also <a href="/missing">Track &amp; Bus templates</a> for information on templates for individual tracks or busses.</p>

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---
layout: default
title: Snapshots
---
<p>Sometimes you will want to save the current state of a session for possible use in the future. For example, you may be about to change the entire arrangement of a piece, or drastically alter the signal processing, and want a reference to come back to should that not work out.</p>
<p>This is easily accomplished using <code>Session &gt; Snapshot</code>. A small dialog will appear allowing you to enter a name for the snapshot. The default name is based on the current date and time.</p>
<p>Creating a snapshot does <strong>not</strong> modify your session, nor does it save your session. Instead, it saves an "alternate" version of the session, within the session folder. The snapshot shares all data present in the session. You can create any number of snapshots. </p>
<p>After creating a snapshot, you can continue working on the session and save it normally using <code>Session &gt; Save</code> and any existing snapshots will remain unchanged. </p>
<h3>Switching to a Snapshot</h3>
<p>If you are already working on a session and want to to switch to an existing snapshot, navigate the Snapshots tab of the <a href="/ardours-interface/introducing-the-editor-window/editor-lists">Editor Lists</a>. Find the name of the snapshot in the list and click it. Ardour will switch to the snapshot. If the session has not been saved, you will asked what you want to do.</p>
<h3>Starting Ardour With A Snapshot</h3>
<p>Since a snapshot is just another session file stored within the session folder, you can specify that "version" when loading an existing session. The browser in the "Open Session" dialog will show an expander arrow for sessions that have more than 1 session file (i.e. snapshots) present - click on it to see the list, and then click on the name of the snapshot you want to load.</p>
<h3>Saving And Switching to a Snapshot</h3>
<p>Sometimes you want to create a snapshot and then have all future edits and modifications saved to that snapshot rather than the main session. This is easily done using <code>Session &gt; Save As</code>. This does not create a new session folder, but saves your session as a new snapshot and then switches the "current snapshot" to the newly created one. All subsequent saves of the session will be stored in this new snapshot, and existing snapshots (and the main session) will be left unaffected. </p>

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layout: default
title: The New Session Dialog
---
<h3>New Session Tab</h3>
<p>In this tab you can type in the name of a session to create in the Name: field. You can also select a folder for this session to be created in, and if desired a template to create the new session as a copy of.</p>
<p>Under the Advanced Options, you can select specific behaviors that occur by default. This includes settings whether you wish to create a Master Bus, or a Control Bus, and how many channels you wish either to have.</p>
<p> You can also select whether you want Ardour to automatically connect all inputs to the physical ports of your hardware. If you select this Ardour will do so sequentially, to give an example, the first input of a track or bus will be connected to the first input of your hardware. The second input of a track or bus will be automatically connected to the second input of your hardware, and so on. When Ardour reaches the limits of your hardware, it will circle around and begin connecting with the first physical input of your hardware again. You can limit the number of channels on your physical hardware Ardour uses if you desire, and if that is the case, Ardour will only connect that many physical inputs to your tracks. Useful if you only want to connect the first input to do some voice over recording for instance.</p>
<p> Just like you can tell Ardour not to automatically connect track inputs, you can also modify how it automatically connects the outputs of the track or bus. By default Ardour will connect all tracks and busses to the Master Bus if there is one. However you can also tell it to automatically connect each output to the physical outputs of your interface or sound card, and like inputs can also limit the amount of physical outputs used, so for instance if you only have stereo monitors attached to the first two outputs of your sound card, you would not want Ardour to automatically connect to the next 6 that may be there with nothing attached to them.</p>
<h3>Open Session Tab</h3>
<p>The Open Session Tab will allow you to open an already existing session. You can also open any snapshot of a particular session by clicking on the arrow next to the session name to display all snapshots, and then selecting a snapshot. If a session is not displayed by default in the dialog you can click on the button next to "Browse" in order to bring up a file selection dialog to navigate your hard drive to find the file.</p>
<h3>Audio Setup Tab</h3>
<p>More details on this dialog/tab can be found below. Note that this tab is not visible if JACK is already running when the New Session dialog is displayed.</p>
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layout: default
title: Audio Setup
---
<p>This is a tabbed-dialog within the New Session dialog that will appear only if JACK is <strong>not</strong> already running as you start Ardour. It provides a simple interface to configure JACK, which will then be started by Ardour. For more control and options regarding JACK, it is recommended that you start JACK before using Ardour, via a JACK control application such as qjackctl (sometimes called "Jack Control"), JackPilot, etc.</p>
<h3>Device Tab</h3>
<p> On this tab you can tell Ardour about the device it should use. The driver setting will tell it what driver to attempt to access. </p>
<dl class="wide-table">
<dt>Driver</dt>
<dd>On Mac OS X this will typically be CoreAudio. On Linux usually this will be either FFADO or ALSA, depending on whether or not you are utilizing a firewire device. Advanced users on all platforms may also use NetJack which provides network audio I/O</dd>
<dt>Interface</dt>
<dd>The selector should show all availiable interfaces that driver provides that are duplex capable for Ardour to use. <strong>Important</strong> if you are using an Intel Mac running OS X and the builtin audio interface, you must first <a href="/working-with-sessions/the-new-session-dialog/audio-setup/using-more-than-one-audio-device">merge its separate input and output devices into a single "aggregate device"</a> before Ardour will be able to use it.<br>
</dd>
<dt>Sample Rate</dt>
<dd>The selector will allow you to select from any sample rate supported by the device selected above it.</dd>
<dt>Buffer Size</dt>
<dd>You can adjust the size of the buffer used by your audio interface to allow for either lower latency, or lower CPU usage and higher latency.</dd>
</dl>
<h3>Options Tab</h3>
<p>This tab has a few options that should be rarely used by most users. The Realtime Option allows Jack to run with Realtime privileges, which allows for smoother audio. The Verbose Output checkbox is primarily used for troubleshooting, it will cause Jack to use verbose messaging and output it to the console. The client timeout will help prevent clients from disconnecting from Jack if they don't respond to Jack fast enough. The number of ports changes the total number of ports that Jack will provide to all clients. And the server dropdown will allow you to change the path to the Jack executable to match where it is installed on your system.</p>
<h3>Advanced Tab</h3>
<p> The Advanced tab will allow you to set some advanced settings that are rarely needed. By default the input and output channels will automatically try to give you the amount of inputs and outputs as requested by the software, however some software doesn't always request as many as you need, this can provide more to software that can handle it.</p>
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---
layout: default
title: Using More Than One Audio Device
---
<p>Ardour will only use a single interface. If you want to use more than one interface you will need to lock them all to a sample clock, and then set up the device outside of Ardour.</p>
<blockquote>
<p>
Ardour is fundamentally designed to be a component in a pro-audio/music creation environment and standard operating practice for such setups involves using only a single digital sample "clock" (something counting off the time between audio samples). This means that trying to use multiple independent soundcards is problematic, because each soundcard has its own sample clock, running independently from the others. Over time, these different clocks drift out of sync with each other, and cause glitches in the audio. You can't stop this drift, although in some cases the effects may be insignificant enough that some people might not care about them.</p>
<p>Thus in an ideal world you should not use multiple independent soundcards but instead use a single device with a single clock and all the inputs, outputs and other features that you need.</p>
<p>Of course, a lot of people don't live in an ideal world, and believe that software should make up for this.
</p>
</blockquote>
<h3>OS X</h3>
<p>The precise instructions for creating an "aggregate device" on OS X have varied from one released to another.</p>
<dl class="wide-label">
<dt>OS X 10.5</dt>
<dd>Please read <a href="http://support.apple.com/kb/HT1215">http://support.apple.com/kb/HT1215</a>
</dd>
<dt>OS X 10.6 or later<br><dt>
</dt>
</dt>
<dd>Please read <a href="http://support.apple.com/kb/HT3956">http://support.apple.com/kb/HT3956</a>
</dd>
</dl>
<p>Aggregate devices also provide a method to use multiple soundcards as a single device. For example, you can "aggregate" 2 different 8-channel devices so that you can record 16 channels into Mixbus.</p>
<h3>Linux</h3>
<p>Please see the instructions at <a href="http://jackaudio.org/faq" title="http://jackaudio.org/faq">http://jackaudio.org/faq</a></p>

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---
layout: default
title: What's In A Session?
---
<p>The Session is the fundamental document type that is created and modified by the Ardour workstation. A "Session" is a folder on your computer filesystem that contains all the items that pertain to a particular project or "recording/editing/mixing session".</p>
<p>The Session folder includes these files and folders:</p>
<ul>
<li> The main session snapshot (session_name.ardour)
</li>
<li> Any additional snapshots (filenames ending in ardour)
</li>
<li> the auto-backup snapshot (session_name.ardour.bak)
</li>
<li> the undo history for the session (session_name.history)
</li>
<li> the instant file (instant.xml) which records the last-used zoom scale and other metadata
</li>
<li> a folder called "interchange" which holds your raw audio and MIDI files (whether imported or recorded)
</li>
<li> a folder called "export" which contains any files created by the "Export" function
</li>
<li> a folder called "peaks" which contains a waveform rendering of each raw audio file in the session
</li>
<li> a folder called "analysis" which contains transient and pitch information of each raw audio file
</li>
<li> a folder called "dead sounds" which contains sounds which Ardour has detected are no longer used in the session
</li>
</ul>
<p>A session combines some setup information (such as audio and MIDI routing, musical tempo &amp; meter, timecode synchronization, etc.) with one or more Tracks and Buses, and all the Regions and Plug-Ins they contain.</p>

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---
layout: default
title: Where are Sessions Stored?
---
<p>Sessions are stored in a single folder on your computer's filesystem. </p>
<p>The first time you run Ardour, you will be asked where you would like the default location for sessions to be, with the initial choice being your home folder. </p>
<p>You can change it in that startup dialog, or later via <code>Edit &gt; Preferences &gt; Misc &gt; Session Management</code>. You can also specify a particular (different) location for a session when creating it, in the New Session dialog.</p>

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---
layout: default
title: Working WIth Regions
---
<h2>Working Witth Regions</h2>
<p>Regions are the basic elements of editing and composing in Ardour. In most cases, a region represents a single contiguous section of one or more media files. Regions are defined by a fixed set of attributes:</p>
<ul>
<li>the source audio/MIDI file(s) they represent
</li>
<li>a starting point in the audio/MIDI file(s)
</li>
<li>a length
</li>
</ul>
<p>When placed into a playlist, they gain additional attributes:</p>
<ul>
<li> a position along the timeline</li>
<li> a layer</li>
</ul>
<p>There are other attributes as well, but they do not define the region. Things you should know about regions:</p>
<h3>Regions are Cheap</h3>
<p>By themselves, regions consume very little of your computer's resources. Each region requires a small amount of memory, and represents a rather small amount of CPU work if placed into an active track. So, don't worry about creating regions whenever you need to.</p>
<h3>Regions are not files</h3>
<p>Although a region can represent an entire audio file, they are never equivalent to an audio file. Most regions represent just parts of an audio file(s) on disk, and removing a region from a track has nothing to do with removing the audio file(s) from the disk (the Destroy operation, one of Ardour's few destructive operations, can affect this). Changing the length of a region has no effect on the audio file(s) on disk. Splitting and copying regions does not alter the audio file in anyway, nor does it create new audio files (only recording, and the Export , Bounce and Reverse operations create new audio files).</p>
<p>This chapter covers the following:</p>
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---
layout: default
title: Region Naming
---
<p>Regions are initially named using either:</p>
<ul>
<li> the name of the playlist for which they were recorded
</li>
<li> the name of the track for wich they were recorded
</li>
<li> the name of the embedded/imported file they represent
</li>
</ul>
<h3>Whole File Region Names</h3>
<p>These are not audio files, but regions that represent the full extent of an audio file. Every time a new recording is done, or a new file is embedded/imported, a new region is created that represents the entire audio file(s) This region will have the name of the track/playlist/original file, followed by a "-" and then a number plus a dot and then a number.</p>
<p>For recorded regions, the number will increase each time a new recording is made. So, for example, if there is a playlist called "Didgeridoo", the first recorded whole file region for that playlist will be called "Digderidoo-1". The next one will be "Digeridoo-2" and so on.</p>
<p>For imported/embedded files, the region name will be based on the file name, but with any final suffix (e.g. ".wav" or ".aiff") removed.</p>
<p>Normally, whole file regions are not inserted into tracks/playlists, but regions derived from them are. The whole-file versions live in the editor region list where they act as an organizing mechanism for regions that are derived from them.</p>
<h3>Normal Region Names</h3>
<p>When a region is inserted into a track/playlist, its initial name will end in a version number, such as ".1" or ".103". For a recorded region, if the whole file region was "Hang drum-1", then the region in the track will appear with the name "Hang drum-1.1". For an imported/embedded region, if the whole file region was "Bach:Invention3", then the region in the track will appear with the name "Bach:Invention3.1".</p>
<h3>Copied Region Names</h3>
<p>If the region is a copy of another region, it will begin life with the same name as the original. When an operation is carried out that modifies one of the copies, that particular copy will be renamed by incrementing the version number.</p>
<h3>Renaming Regions</h3>
<p>You can rename a region at any time. Use the region context menu to popup the rename dialog. The new name does not need to have a version number in it (in fact, it probably should not). The region will retain its name until it is modified after being copied.</p>

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---
layout: default
title: Region Selection Equivalence
---
<p>Track Groups have a property titled "Select" which, if enabled, will cause Ardour to try to propagate a region selection in one of a group's member tracks to the other members of the group.. </p>
<p>For example, let's assume you have used multiple microphones to record a drum kit to multiple tracks. You have created a track group, added all the drum tracks, enabled the group and enabled the "Select" property for the group. When you select a region in one of the drum tracks, Ardour will select the corresponding track in every other drum track, which in turn means that a subsequent edit operation will affect all the selected regions (and thus all the drum tracks) together. </p>
<h2>How Ardour decides which regions are "equivalent"</h2>
<p>Regions in different tracks are considered to be equivalent for the purposes of sharing "selection" if they satisfy all the following criteria:</p>
<ol>
<li>Each region starts at the same offset within its source file</li>
<li>Each region is located at the same position on the timeline</li>
<li>Each region has the same length</li>
</ol>
<h2>Overlap Equivalence</h2>
<p>Sometimes, the rules outlined above are too strict to get Ardour to do what you want. Regions may be slightly different lengths, or positioned slightly differently, and this will cause Ardour to not select regions in other grouped tracks that you would like it to.</p>
<p>In this case, enable <code>Edit &gt; Preferences &gt; Editor &gt; Use overlap equivalency for regions</code>. With this option enabled, regions in different tracks will be considered equivalent for the purposes of selection if they overlap. This is much more flexible and will cover almost all of the cases that the fixed rules above might make cumbersome.</p>

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---
layout: default
title: The Region Context Menu
---
<p>In the editor window, context clicking on a region brings up a menu to provide access to many region operations. The menu begins with the name of the region, or "Selected Regions" if multiple regions are selected.</p>
<p> If there is more than 1 region layered at the point where you clicked, the menu will also contain an item "Choose Top" that if selected will show a dialog that allows you to adjust the layering of regions there. See <a href="manual/region_layering">Adjusting Region Layering</a> for more details.</p>
<p>Below these items is the rest of the <a href="/working-with-tracks/the-track-context-menu">Track Context Menu</a>, which provides access to track-level operations. To see the region context menu's contents, select the region name or "Selected Regions", and a submenu will appear with the following structure/contents:</p>
<dl class="narrower-table">
<dt>Play</dt>
<dd></dd>
<dt>Loop</dt>
<dd></dd>
<dt>Properties</dt>
<dd></dd>
<dt>Rename</dt>
<dd></dd>
<dt>Edit</dt>
<dd>
<dl class="wide-table">
<dt>Combine</dt>
<dd></dd>
<dt>Uncombine</dt>
<dd></dd>
<dt>Split</dt>
<dd></dd>
<dt>Make Mono Regions</dt>
<dd></dd>
<dt>Opaque</dt>
<dd></dd>
<dt>Mute</dt>
<dd></dd>
<dt>Pitch Shift</dt>
<dd></dd>
<dt>Reverse</dt>
<dd></dd>
<dt>Close Gaps</dt>
<dd></dd>
<dt>Place Transients</dt>
<dd></dd>
<dt>Rhythm Ferret</dt>
<dd></dd>
<dt>Strip Silence</dt>
<dd></dd>
</dl>
</dd>
<dt>Position</dt>
<dd>
<dl class="wide-table">
<dt>Move To Original Position</dt>
<dd></dd>
<dt>Lock</dt>
<dd></dd>
<dt>Glue to Bars and Beats</dt>
<dd></dd>
<dt>Snap Position to Grid</dt>
<dd></dd>
<dt>Set Sync Position</dt>
<dd></dd>
<dt>Remove Sync</dt>
<dd></dd>
<dt>Nudge Later</dt>
<dd></dd>
<dt>Nudge Earlier</dt>
<dd></dd>
<dt>Nudge Later by capture offset</dt>
<dd></dd>
<dt>Nudge Earlier by capture offset</dt>
<dd></dd>
</dl>
</dd>
<dt>Trim</dt>
<dd>
<dl class="wide-table">
<dt>Trim Start at Edit Point</dt>
<dd></dd>
<dt>Trim End at Edit Point</dt>
<dd></dd>
<dt>Trim to Loop</dt>
<dd></dd>
<dt>Trim to Punch</dt>
<dd></dd>
<dt>Trim to Previous</dt>
<dd></dd>
<dt>Trim to Next</dt>
<dd></dd>
</dl>
</dd>
<dt>Layering</dt>
<dd>
<dl class="wide-table">
<dt>Raise to Top</dt>
<dd></dd>
<dt>Raise</dt>
<dd></dd>
<dt>Lower</dt>
<dd></dd>
<dt>Lower to Bottom</dt>
<dd></dd>
</dl>
</dd>
<dt>Ranges</dt>
<dd>
<dl class="wide-table">
<dt>Set Loop Range</dt>
<dd></dd>
<dt>Set Punch Range</dt>
<dd></dd>
<dt>Add Single Range Marker</dt>
<dd></dd>
<dt>Add Range Marker per Region</dt>
<dd></dd>
<dt>Set Range Selection</dt>
<dd></dd>
</dl>
</dd>
<dt>Gain</dt>
<dd>
<dl class="wide-table">
<dt>Normalize</dt>
<dd></dd>
<dt>Boost</dt>
<dd></dd>
<dt>Cut</dt>
<dd></dd>
<dt>Reset Envelope</dt>
<dd></dd>
<dt>Envelope Active</dt>
<dd></dd>
</dl>
</dd>
<dt>Fades</dt>
<dd>
<dl class="wide-table">
<dt>Fade In</dt>
<dd></dd>
<dt>Fade Out</dt>
<dd></dd>
<dt>Fades </dt>
<dd></dd>
</dl>
</dd>
<dt>Duplicate</dt>
<dd>
<dl class="wide-table">
<dt>Duplicate</dt>
<dd></dd>
<dt>Multi-Duplicate</dt>
<dd></dd>
<dt>Fill Track</dt>
<dd></dd>
</dl>
</dd>
<dt>Export</dt>
<dd></dd>
<dt>Bounce (without processing)</dt>
<dd></dd>
<dt>Bounce (with processing)</dt>
<dd></dd>
<dt>Spectral Analysis</dt>
<dd></dd>
<dt>Remove</dt>
<dd></dd>
</dl>

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---
layout: default
title: Working With Playlists
---
<p>Playlists are a fundamental concept in Ardour that you may or may not end up using, depending on your workflow.</p>
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---
layout: default
title: Playlist Operations
---
<p>All operations on playlists start by clicking on the playlist button (labelled p) in a track header in the editor window. Clicking the button will popup a menu with the following choices:</p>
<dl class="wide-table">
<dt> (Local Playlists)</dt>
<dd> Shows all of the playlists associated with this track, and indicates the currently selected playlist</dd>
<dt>Rename</dt>
<dd>Pops up a dialog that allows the current playlist to be renamed</dd>
<dt>New</dt>
<dd>Creates a new empty playlist, and switches this track to use it</dd>
<dt>New Copy</dt>
<dd>Creates a new playlist that is a copy of the current playlist, and switches this track to use it</dd>
<dt>Clear Current</dt>
<dd>Removes all regions from the current playlist</dd>
<dt>Select from All</dt>
<dd>pops up a playlist browser to manually choose which playlist this track should use ( you can even select playlists from other tracks here)</dd>
</dl>
<h3>Renaming Playlists</h3>
<p>Playlists are created with the name of the track of which they are associated, plus a version number. So, the first playlist for a track called "Cowbell" will be called "Cowbell.1". This name will be used to define the names of any regions added to the playlist by recording. You can change the name at any time, to anything you want. Ardour does not require that your playlist names are all unique, but it will make your life easier if they are. Suggested examples of user-assigned names for a playlist might include "Lead Guitar, 2nd take", "vocals (quiet)", and "downbeat cuica". Notice how these might be different from the associated track names, which for these examples might be "Lead Guitar", "Vocals" and "Cuica". The playlist name provides more information because it is about a specific version of the material that may (or may not) end up in the final version of the track.</p>
<p>If you are going to rename your playlists, do so before recording new material to them.</p>
<h3>Sharing Playlists</h3>
<p>It is entirely possible to share playlists between tracks. The only slightly unusual thing you may notice when sharing is that edits to the playlist made in one track will magically appear in the other. If you think about this for a moment, its an obvious consequence of sharing. One application of this attribute is parrallel processing, described below.</p>
<p>You might not want this kind of behaviour, even though you still want two tracks to use the same (or substantially the same) playlist. To accomplish this, select the chosen playlist in the second track, and then use New Copy to generate an independent copy of it for that track. You can then edit this playlist without affecting the original.</p>
<h3>Using Playlists for "Parallel Processing"</h3>
<p>One of the uses of Playlists is to apply multiple effects to the same audio stream. For example, let's say you have a track and you'd like to apply a second set of effects, at the same time to the original track. In this case you could make a new track, select the original track's Playlist, and then apply different effects to the second track than the first (including panning, inserts, and bussing changes). Now, if you edit either of the track's playlists, the changes will appear in both tracks.</p>
<h3>Using Playlists for "Takes"</h3>
<p>Using Playlists for takes is a good solution if you are going to need the ability to edit individual takes, and select between them, but you won't be "compositing" multiple takes together. This might be the case if you were recording multiple languages of a given track, and you want to use the same "track" for each language so that they get the same processing. Then you select each language before exporting the mix for each separate language.</p>
<p>You use the Clear Current operation each time you want to start a new take. This is a non-destructive operation that removes all existing regions from the current playlist. Although you won't lose any information doing this, its probably not appropriate unless the last take was so awful that you want to discard it (although without the finality of Remove Last Capture ). Finally, and probably most useful, you can use the New operation in the playlist button menu to create a new empty playlist, ready for the next take. Later, you can Select your way back to previous or later takes as desired, either in this or some other track.</p>
<p>If you want to record multiple takes and then "comp" between them, it is probably better to simply record each successive take on top of the others in "layers" and then edit them using the layer tools, explained later.</p>

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---
layout: default
title: Understanding Playlists
---
<p>A playlist is a list of regions ordered in time. It defines which parts of which source files should be played and when. Playlists are a fairly advanced topic, and can be safely ignored for many types of audio production, however the use of playlists allows the audio engineer more flexibility for tasks like multiple takes of a single instrument, alternate edits of a given recording, parallel effects such as reverb or compression, and other tasks.</p>
<p>Each audio track in Ardour is really just a mechanism for taking a playlist and generating the audio stream that it represents. As a result, editing a track really means modifying its playlist in some way. Since a playlist is a list of regions, most of the modifications involve manipulating regions: their position, length and so forth. This is covered in the chapter about regions. Here, we cover some of the things you can do with playlists as objects in their own right.</p>
<h3>Tracks are not Playlists</h3>
<p>It is important to understand that a track is not a playlist. A track has a playlist. A track is a mechanism for generating the audio stream represented by the playlist and passing it through a signal processing pathway. At any point in time, a track has a single playlist associated with it. When the track is used to record, that playlist will have one or more new regions added to it. When the track is used for playback, the contents of the playlist will be heard. You can change the playlist associated with a track at (almost) any time, and even share playlists between tracks.</p>
<p>If you have some experience of other DAWs, then you might have come across the term "virtual track", normally defined as a track that isn't actually playing or doing anything, but can be mapped/assigned to a "real track". This concept is functionally identical to Ardour's playlists. We just like to be little more clear about what is actually happening rather than mixing old and new terminology ("virtual" and "track") into confusing terminology.</p>
<h3>Playlists are Cheap</h3>
<p>One thing you should be clear about is that playlists are cheap. They don't cost anything in terms of CPU consumption, and they have very minimal efforts on memory use. Don't be afraid of generating new playlists whenever you want to. They are not equivalent to tracks, which require extra CPU time and significant memory space, or audio files, which use disk space, or to plugins that require extra CPU time. If a playlist is not in use, it occupies a small amount of memory, and nothing more.</p>

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---
layout: default
title: Working with Tracks
---
<p>This chapter covers the following:</p>
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---
layout: default
title: Track Types
---
<h2>Data Type</h2>
<p>An Ardour track can be either audio or MIDI. The only real difference between the two is the type of data that the track will record and play back. Either type of track can pass either type of data. Hence, for example, one might have a MIDI track that contains an instrument plugin; such a track would record and playback MIDI data from disk but would produce audio, since the instrument would turn the one into the other. </p>
<p>Nevertheless, when adding tracks to a session, you typically have an idea of what you need to use the new tracks for, and Ardour offers you three choices:</p>
<dl class="narrower-table">
<dt>Audio Tracks</dt>
<dd>an Audio Track is created with a user-specified number of inputs. The number of outputs is defined by the master bus channel count (see <a href="#channelconfiguration">"Channel Configuration"</a> below for more on this), This is the type of bus to use when planning to work with existing or newly recorded audio.</dd>
<dt>MIDI Tracks</dt>
<dd>A MIDI track is created with a single MIDI input, and a single MIDI output. This is the type of track to use when planning to record and playback MIDI, whether or not the MIDI will be processed by instrument plugins or sent to other applications or external MIDI hardware. If/when you add an instrument plugin, the output configuration of a MIDI track will be changed to have audio outputs to deliver the signal from the instrument to other parts of Ardour.</dd>
<dt>Audio/MIDI Tracks</dt>
<dd>There are a few notable plugins that can usefully accept both audio and MIDI data (Reaktor is one, and various "auto-tune" like plugins are another example. It can be tricky to configure this type of track manually, so Ardour allows you to select this track type specifically for use when working with such plugins. It is <strong>not</strong> generally the right choice when working normal MIDI tracks, and a dialog will warn you of this.</dd>
</dl>
<h2>Track Modes</h2>
<p>Audio tracks in Ardour can have a "mode" which affects how they behave when recording. </p>
<dl class="narrower-table">
<dt>Normal</dt>
<dd>Tracks using this mode will record non-destructively - new data is written to new files, and when overdubbing, new regions will be layered on top of existing ones (with or without crossfades. This is the recommended mode for most workflows.
</dd>
<dt>Non-Layered</dt>
<dd>Tracks using this mode will record non-destructively - new data is written to new files, but when overdubbing if new regions overlap existing regions, the existing regions are trimmed so that there are no overlaps. This can be a very useful way of working with spoken word material, especially in combination with push/pull trimming.
</dd>
<dt>Tape</dt>
<dd>Tracks using this mode do <strong>destructive</strong> recording: all data is recorded to a single file and if you overdub a section of existing data, the existing data is destroyed (irrevocably - there is no undo). Fixed crossfades are added at every punch in and out point. This mode can be useful for certain kinds of dubbing workflows, but it not suggested for normal use.</dd>
</dl>
<p>Below is a screenshot that shows the subtly different results of an overdub in normal and non-layered mode. Both tracks were created using identical audio data. The upper track is in normal mode, and the overdub (the middle shorter region) has created a new region which if you look carefully has been layered on top of the the existing (longer) region. The lower track is in non-layered mode, and rather than overlay the overdub region, it split the existing region and inserted the new one in between. </p>
<p><img src="/files/a3/a3_nonlayered_example.png" alt="normal and non-layered overdubbing comparision"></p>
<p><a name="#channelconfiguration"><br><h2>Channel Configuration</h2>
<p></p></a></p>
<p>Ardour tracks can have any number of inputs and any number of outputs, and the number of either can be changed at any time (subject to restrictions caused by any plugins in a track). However it is useful to not have to configure this sort of thing for the most common cases, and so the <a href="/working-with-tracks/adding-tracks">Add Tracks</a> dialog allows you to select "Mono", "Stereo" and few other typical configurations.</p>
<h3>What does Mono or Stereo actually mean?</h3>
<p>Given that tracks have a certain number of inputs and a certain number of outputs and that these numbers may not necessarily be the same, it is not immediately clear what terms like "Mono" or "Stereo" mean. Most people will know that they refer to "1 channel" and "2 channels" in some way, but this leaves room for interpretation. 1 input channel? 2 output channels? </p>
<p>If you are using Ardour's default mode of automatically connecting track (and bus) inputs and outputs, then the designation "Mono" or "Stereo" <em>refers to the <strong>input</strong> of the track</em>. A Mono track will have a single input and a Stereo track will have two inputs. </p>
<p>The number of outputs for each will be determined by the number of inputs of the <strong>master bus</strong>, to which the track outputs will be connected. So in the most common case, using a 2 channel master bus, a Mono track has 1 input and 2 outputs that are connected to the master; a Stereo track has 2 inputs and 2 outputs that are connected to the master.</p>
<p>However, if you choose not to have Ardour make connections automatically, then tracks will be left disconnected by default. In this scenario, a Mono track has 1 input and 1 output, and a stereo track has 2 inputs and 2 outputs. It is up to you to connect them as you wish. This is not a particularly useful way to work unless you are doing something fairly unusual with signal routing and processing. It is almost always preferable to leave Ardour to make connections automatically, even if you later change them manually.</p>

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---
layout: default
title: Adding Tracks
---
<h2>Adding and removing tracks</h2>
<p>A track or bus can be added to a session in various ways:</p>
<ul>
<li>Choose Add Track or Bus… from the Track menu.
</li>
<li>Right-click in an empty part of the track controls area.
</li>
<li>Click the + button underneath the list of tracks in the mixer.
</li>
</ul>
<p>Any of these actions will open the Add Track or Bus dialogue,</p>
<p><img src="/ardour/manual/html/screenshots/add-track-or-bus.png" alt="the add-track dialog"></p>
<p>From here, you can select firstly the number of tracks or busses to add, and the type; audio track, MIDI track or bus. There are also some options, which vary depending on the type of thing you are creating.</p>
<p>These options are:</p>
<dl class="wide-table">
<dt>Configuration (for audio tracks and busses)</dt>
<dd>this is the number of input and outputs the track is set up with. You can always change these counts later.</dd>
<dt>Track mode (for audio tracks)</dt>
<dd>this can be normal, non-layered or tape.</dd>
<dt>Group</dt>
<dd>tracks and busses can be put into groups so that a selected range of operations are applied to all members of a group at the same time (selecting record enable, or editing, for example). This option allows you to specify an existing group to add the new track(s) or bus(ses) to, or to create a new group to put the new things in.</dd>
<dt>Instrument (for MIDI tracks)</dt>
<dd>this is a short-cut to allow you to create a MIDI track with an instrument plugin already added to it. You can achieve the same effect by creating a MIDI track with no plugins and adding it yourself; this option just makes things slightly quicker. </dd>
</dl>
<p>Adding tracks will add them to both the editor and mixer windows; the editor window shows the timeline, with any recorded data, and the mixer shows just the processing elements of the track (its plugins, fader and so on).</p>
<p>Tracks and busses can be removed by selecting them, right-clicking and choosing Remove from the menu. A warning dialogue will pop up, as track removal cannot be undone; use this option with care! </p>

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---
layout: default
title: Selecting Tracks
---
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---
layout: default
title: Region and Track Selection
---
<p>By default, selecting regions has no impact on track selection. You can select a track, then select a region in another track (or vice versa) and both selections will co-exist happily. Operations that are applied to tracks will use the track selection, and those that apply to regions will use the region selection. Similarly,. deselecting a region will not deselect the track it is in (if that track was selected).</p>
<p>In some workflows, and particularly if you have experience of some other DAWs, this is not the most comfortable way to work. You may prefer to work in a style where selecting a region will also select the track that the region is in. Similarly, when the last selected region in a track is deselected, the track will also become unselected.</p>
<p>To control this behaviour, set <code>Edit &gt; Preferences &gt; Editor &gt; Link selection of regions and tracks</code>. </p>

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---
layout: default
title: Controlling Track Appearance
---
<p>Ardour offers many options for controlling the specific appearance of tracks, including color, height, waveform style and more.</p>
<h2>Global Options</h2>
<p>These can all be found via <code>Edit &gt; Preferences &gt; Editor</code></p>
<dl class="wide-table">
<dt>Show meters on tracks in the editor</dt>
<dd>By default, ardour will put meters in the track header in the editor window. Disable this option to avoid this.</dd>
<dt>Show waveforms in regons</dt>
<dd>By default, ardour will draw waveforms within audio regions. Disable this option to avoid this.</dd>
<dt>Waveform scale</dt>
<dd>
<dl>
<dt>Linear</dt>
<dd></dd>
<dt>Logarithmic</dt>
<dd></dd>
</dl>
</dd>
<dt>Waveform shape</dt>
<dd>
<dl>
<dt>Traditional</dt>
<dd>Waveforms are drawn as positive and negative heights above and below a "zero" line</dd>
<dt>Rectified</dt>
<dd>Waveforms are show as absolute heights above a "zero" line</dd>
</dl>
</dd>
</dl>
<p>Per-Track or per-group options are covered below:</p>
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---
layout: default
title: Layering Display
---
<p>Ardour allows arbitrary layering of regions - you can stack as you wish in a given position. By default, the editor windows draws them overlapping, which has the big benefit that is very economical in terms of using vertical space.</p>
<p>In this drawing mode however, working with a track that has many overdubs can sometimes be a little confusing because its not always entirely clear how the overdubs are all layered with respect to each other. Although there are other methods of moving particular regions to the top of an overlapping set, and although Ardour also has playlists to let you manage takes a bit more efficiently than just continually overdubbing, there are times when being able to clearly see all regions in a track without any overlaps is reassuring and potentially useful. </p>
<p>Here is an image of a track with a rather drastic overdub/overlap situation, viewed in normal "overlaid" mode:</p>
<p><img src="/files/a3/a3_overlaps_layered.png" alt="overlapping regions in overlaid mode"></p>
<p>To change this display, right click on the track header, and you'll see this menu:</p>
<p><img src="/files/a3/a3_layers_menu.png" alt="layer display menu"></p>
<p>You will see that there are two choices for "Layers": overlaid (currently selected) and stacked. Click on stacked and the track display changes to this:</p>
<p><img src="/files/a3/a3_layers_stacked.png" alt="overlapping regions in stacked mode"></p>
<p>You can still move regions around as usual, and in fact you can even drag them so that they overlay each again, but when you release the mouse button, things will flip back to them being all stacked cleaning. This display mode works best when you use sensible track heights. The number of "lanes" for the track is determined by the maximum number of regions existing in any one spot throughout the track, so if you have really stacked up 10 overdubs in one spot, you'll end up with 10 lanes. Obviously, using a large track height works much better for this than a small one.</p>

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---
layout: default
title: Track Coloring
---
<h2>Track Color</h2>
<p>New tracks in Ardour are assigned a random color from a somewhat pastel-like color spectrum, so they should never end up being particularly bright or particularly dark. </p>
<h3>Changing the color of specific tracks</h3>
<p>Select the tracks whose color you wish to change. Context-click on the track header of one of them. From the context menu, select "Color". A <a href="/missing">color dialog</a> will appear. Choose the new color for the track, and click "OK" in the dialog. Every selected track will be recolored, both in the editor and mixer window.</p>
<p>Note that if you are only changing one track, context-clicking on that track's header will be enough to select it, saving the extra mouse click.</p>
<h3>Changing the color of all tracks in a group</h3>
<p>Tracks that belong to a <a href="/working-with-tracks/track-and-bus-groups">track/bus group</a> can share the color of the group by enabling the <code>Color</code> option for the group. </p>
<p>When this is enabled, you can change the color of the entire group by following the process described above for specific tracks - the new color will be used by all tracks in the group.</p>
<p>You can also explicitly change the group color by context-clicking on the group tab, selecting <code>Edit Group...</code> and then clicking on the Color selector in the dialog that is displayed. After you click "OK" in the color dialog that is provided for picking the color, all tracks in the group will be recolored to match the group color.</p>

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---
layout: default
title: Track Height
---
<h2>Changing Track Height from the Header Context menu</h2>
<p>Context clicking on the track header will select a track and display a conttext menu that includes the <code>Height</code> choice. Choose this, and a submenu will appear containg a number of preset heights. Choose one of them, and all selected tracks will be redrawn using that height.</p>
<h2>Changing Track Height by dragging the track header</h2>
<p>Select the tracks you wish to resize. Move the pointer to the bottom edge of the track header. The cursor will change to a 2-way vertical arrow shape. <kbd>Left-click-drag</kbd> to dynamically resize all selected tracks.</p>
<h2>Making Track Heights fit the Editor Window</h2>
<p>Select the tracks you wish to display in the Editor window. Choose <code>Track &gt; Height &gt; Fit Selected Tracks</code> (or use its shortcut, default is <kbd>f</kbd>). The tracks are resized and the editor track view is scrolled so that the selected tracks completely fill the vertical space available.</p>
<p>You can use <code>Visual Undo</code> (default bindng: <kbd>Shift-z</kbd> to undo this operation.</p>

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---
layout: default
title: Controlling Track Ordering
---
<p>Ardour does not impose any particular ordering of tracks and busses in either the editor or mixer windows. The default arrangement is as follows:</p>
<h2>Editor default arrangement</h2>
<ul>
<li>Master bus on top</li>
<li>Tracks in the order they are added below, including busses</li>
<li>Even if you use a Monitor section, it is never visible in the editor window.
</li>
</ul>
<h2>Mixer default arrangement</h2>
<ul>
<li>Tracks in the order they are added, from left to right
</li>
<li>Master bus on the right, in its own pane so that it is always visible no matter how other mixer strips are scrolled.
</li>
<li>If a Monitor section is used, that is at the right edge of the mixer window (it can be torn off, too)
</li>
</ul>
<h2>Synchronizing Editor and Mixer Window Ordering</h2>
<p><em>By default</em> the ordering within the editor and mixer windows is synchronized: if you reorder in one window, the ordering in the other window will change. You can disable this via <code>Edit &gt; Preferences &gt; Editor &gt; Synchronize Editor and Mixer Track Order</code>. When disabled, the ordering both both windows is totally indepedent of the other.</p>
<h2>Reordering Specific Tracks... </h2>
<h3>... in the Editor Window, via the Keyboard</h3>
<p>Select the tracks you want to move. Then use <code>Track &gt; Move Selected Tracks Up</code> (<kbd class="mod1"></kbd>) or <code>Track &gt; Move Selected Tracks Down</code> (<kbd class="mod1"></kbd>) to move the selected track(s) up or down in the editor window.</p>
<h3>... in the Editor Window, via Drag-n-Drop</h3>
<p>Make the Editor Lists visible. Select the <code>Tracks &amp; Busses</code> tab. In the browser there, you can freely drag-and-drop tracks and busses into any order you prefer.</p>
<h3>... in the Editor Window, via Drag-n-Drop</h3>
<p>Within the "Strips" browser in the upper left area of the Mixer window, you can freely drag-and-drop tracks and busses into any order you prefer.</p>
<h2>"Collecting" Group Members together</h2>
<p>Tracks and Busses that are members of a group can be reordered so that they display contiguously within the Editor and Mixer windows. Context-click on the group tab and choose "Collect". </p>
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---
layout: default
title: Track Ordering and Remote Control IDs
---
<p>Every track and bus in Ardour is assigned a remote control ID. When various protocols such as Mackie Control or OSC are used to control Ardour, these remote control IDs are used to identify which track(s) or buss(es) are the intended target of the commands. </p>
<p>By default, remote ID's will be assigned to tracks and busses in the order that they are created, starting from 1. The master bus and monitor section have their own unique IDs (318 and 319).</p>
<p>Ardour provides 3 methods to control remote control IDs, which can be chosen via <code>Edit &gt; Preferences &gt; User Interaction</code>:</p>
<dl class="wide-table">
<dt>Follow order of editor</dt>
<dd>When enabled, remote control IDs will be reset to match the editor window order, so that the leftmost track/bus has RID 1. Manual assignment of RIDs is not possible.</dd>
<dt>Follow order of mixer</dt>
<dd>When enabled, remote control IDs will be reset to match the mixer window order, so that the leftmost track/bus has RID 1. Manual assignment of RIDs is not possible.</dd>
<dt>Assigned by user</dt>
<dd>When enabled, the remote control ID is completely independent of the ordering in either window, and RID's may be changed manually by the user.<br>
</dd>
</dl>
<p>  </p>
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---
layout: default
title: Bus Controls
---
<p>A typical control area for a bus is shown below:</p>
<p><img src="/ardour/manual/html/screenshots/typical-bus-controls.png" alt="bus controls"></p>
<p> At the top-left of the controls is the name of the bus. This can be edited directly to whatever is suitable, although the name must be unique within the session. Underneath the name is a copy of the bus' main level fader. The control buttons to the right-hand side are:</p>
<dl>
<dt>m</dt>
<dd>mute. left-click to mute the bus. Right-click to display a menu which dictates what particular parts of the bus should be muted.</dd>
<dt>s</dt>
<dd>solo — solo the bus. The behaviour of the solo system is described in detail in the section called “Mute and solo”.</dd>
<dt>a</dt>
<dd>automation — click to open a menu related to automation for the bus. Automation is covered in Chapter 9, Automation.</dd>
<dt>g</dt>
<dd>group — click to open a menu related to the bus group, as discussed in the section called “Track and bus groups” above. </dd>
</dl>
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---
layout: default
title: Audio Track Controls
---
<p>A typical control area for an audio track is shown below:</p>
<p><img src="/ardour/manual/html/screenshots/typical-audio-track-controls.png" alt="audio track controls"></p>
<p> An audio track has the same <a href="/working-with-tracks/bus-controls">controls as a bus</a>, with the addition of two extras. The red button with the pink circle is the track's record enable. When this is clicked it will gain a bright red outline, and the track will then be recorded onto when the main session record enable is turned on with the transport rolling.</p>
<p>The p button below the record enable will open a playlist menu when clicked. The menu offers various operations related to the track's playlist. This, as you will recall, is simply a list of the regions that the track should play. Playlists may be swapped on a given track, and may be used by more than one track at the same time. They are often useful to keep different takes, for example, or to allow one set of regions to be played off two tracks with different processing. </p>

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---
layout: default
title: MIDI Track Controls
---
<p>A typical control area for a MIDI track is shown below:</p>
<p><img src="/ardour/manual/html/diagrams/typical-midi-track-controls.png" alt="midi track controls"></p>
<p>The MIDI track example is shown at a greater height than the other examples, as with MIDI tracks there are some control elements which only appear when there is sufficient vertical space to fit them in.</p>
<p>A MIDI track has the same basic <a href="/working-with-tracks/audio-track-controls">controls as an audio track</a>, with the addition of two extra elements. The set of buttons below the main track controls controls the MIDI channels that should be visible in the editor. A MIDI track's data may span any number of the 16 available MIDI channels, and sometimes it is useful to view only a subset of those channels; different instruments may, for example, be put on different MIDI channels. Clicking on a channel number toggles its visibility.</p>
<p>To the right of the MIDI track controls is a representation of a piano keyboard called the scroomer. This performs a couple of functions. Firstly, the scroll-bar controls the range of pitches that are visible on the track. Dragging the scroll-bar body up and down scrolls up and down through the visible pitches, and dragging the scroll-bar handles zooms in and out, so that more or fewer pitches are visible. The piano keyboard gives a reference for the pitches that the track is displaying. In addition, clicking on the notes will generate the corresponding MIDI note in the track. </p>

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---
layout: default
title: The Track Context Menu
---
<p>Within the editor window, context-clicking on either a region or empty space within a track will popup the <em>track context menu</em>, which provides easy access to many track-level operations.</p>
<p>If you click on a region, the first item in the menu will the name of the region. If there are more than one regions stacked where you clicked, this will be followed by an item called <code>Choose Top</code>. If selected, you will see a dialog that allows you to reorder the stacking of layers at that point. See <a href="/missing">Adjusting Region Layering</a> for more details.</p>
<p>The rest of the track context menu is structured as follows:</p>
<dl class="narrower-table">
<dt>Play</dt>
<dd>
<dl class="narrower-table">
<dt>Play from Edit Point</dt>
<dd>Play from the location of the current <a href="/editing-and-arranging/the-edit-point">edit point</a>.</dd>
<dt>Play from Start </dt>
<dd>Play from the start of the session</dd>
<dt>Play Region(s)</dt>
<dd>Plays the duration of the session from the start of the earliest selected region to the end of the latest selected region</dd>
</dl>
</dd>
<dt>Select</dt>
<dd>
<dl class="narrower-table">
<dt>Select All in Track</dt>
<dt>Select All</dt>
<dt>Invert Selection in Track</dt>
<dt>Invert Selection</dt>
<dt>Set Range to Loop Range</dt>
<dt>Set Range to Punch Range</dt>
<dt>Select All After Edit Point</dt>
<dt>Select All Before Edit Point</dt>
<dt>Select All After Playhead</dt>
<dt>Select All Before Playhead</dt>
<dt>Select All Between Playhead and Edit Point</dt>
<dt>Select All Within Playhead and Edit Point</dt>
<dt>Select Range Between Playhead and Edit Point</dt>
</dl>
</dd>
<dt>Edit</dt>
<dd>
<dl class="narrower-table">
<dt>Cut</dt>
<dt>Copy</dt>
<dt>Paste</dt>
<dt>Align</dt>
<dt>Align Relative</dt>
</dl>
</dd>
<dt>Insert Selected Region</dt>
<dt>Insert Existing Media</dt>
<dt>Nudge</dt>
<dd>
<dl class="narrower-table">
<dt>Nudge Entire Track Later</dt>
<dt>Nudge Track After Edit Point Later</dt>
<dt>Nudge Entire Track Earlier</dt>
<dt>Nudge Track After Edit Point Earlier</dt>
</dl>
</dd>
<dt>Freeze</dt>
</dl>
<p>  </p>
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---
layout: default
title: Track and Bus Groups
---
<p> Tracks and busses can be put into groups. The members of a group can be set to share various settings, which can be useful for managing tracks which are closely related to each other. Examples might include tracks that contain multiple-microphone recordings of a single source (an acoustic guitar, perhaps, or a drum-kit).</p>
<p>You can put tracks and busses into groups in various ways. In the editor window, a track's controls might look like these:</p>
<p><img src="/ardour/manual/html/screenshots/track-in-group.png" alt="track headers for a group"></p>
<p> The green tab to the left of the track header indicates that this track is in a group called Fred. These tabs can be dragged in the editor window to add to or remove tracks from groups. </p>
<h2>Creating New Groups</h2>
<p>There are several ways to create track/bus groups:</p>
<p>Context-click on the group tab and use one of the "Create..." options there. You can create a group with no members, or one that starts with the currently selected tracks, or record-enabled tracks, or soloed tracks as it members.</p>
<p>Alternatively, clicking the g button on a track header opens a menu which gives a list of the available groups; selecting one of these groups will add the track or bus to that group. This menu also allows a new group to be created.</p>
<p>Finally, the Groups tab of the <a href="/ardours-interface/introducing-the-editor-window/editor-lists">Editor Lists</a> or the Mixer Window has a "+" button at the bottom of the list that can be clicked upon to create a new group.</p>
<h2>Removing Groups</h2>
<p>Context-click on a group tab and select <code>Remove Group</code> from the menu. Removing a group does <strong>not</strong> remove the members of a group.</p>
<p>You can also remove groups by selecting them in the Groups tab of the <a href="/ardours-interface/introducing-the-editor-window/editor-lists">Editor Lists</a> or Mixer Window and then pressing the "-" button at the bottom of the list.</p>
<h2>Adding/Removing Tracks and Busses to a Group</h2>
<p>Clicking the g button opens a menu which gives a list of the available groups; selecting one of these groups will add the track or bus to that group. Selecting "No Group" will remove it. </p>
<p>You can also drag a group tab to add or remove tracks from the group.</p>
<h2>Activating/Deactivating Groups via the group tab</h2>
<p>Clicking on a group tab will toggle the group between being active and inactive. An inactive group will have no effect when editing its members. An active group will share 1 or more properties across its members. Tabs for disabled groups are coloured grey.</p>
<h2>Modifying Group Properties</h2>
<p>The properties of a group can be edited by right-clicking on its tab and choosing Edit Group…. This will open the track/bus group dialogue, which is also used when creating new groups:</p>
<p><img src="/ardour/manual/html/screenshots/route-group-dialogue.png" alt="the track/bus group dialog"></p>
<h3>Group Color</h3>
<p>Clicking on the color selector button allows the group's colour can be changed. This affects the colour of the group's tab in the editor and mixer windows. The color does <strong>not</strong> affect the color of the group members unless you also enable the shared <code>Color</code> property. </p>
<p>Following these options are a list of the things that the members of the group can share. </p>
<h3>Shared Properties</h3>
<p><code>Gain</code> means that the track faders will be synced to always have the same value; Relative means that the gain changes are applied relative to each member's current value. If, for example, there are two tracks in a group with relative gain sharing, and their faders are set to -3dB and -1dB, a change of the first track to a gain of -6dB will result in the second track having a gain of -4dB (so that the difference in gains is the same).</p>
<p><code>Muting</code>, <code>soloing</code>, <code>record enable</code>, <code>route active state</code>, <code>colour</code> and <code>monitoring</code> are all straightforward; they simply mean that all member tracks or busses will share the same settings in these respects. See <a href="/working-with-tracks">Working With Tracks</a> for more on these properties.</p>
<p><code>Selection</code> means that if a region is selected or deselected on one constituent track, corresponding regions on other member tracks will be similarly selected. Corresponding regions are those that are at the same position and have the same length. Since region editing operations are applied to all currently selected regions, this is the way to make edits apply across all tracks in the group. </p>
<h3>Group Tab Context Menu</h3>
<p>Context-clicking on the group tab offers a further menu of group-related actions. </p>
<dl class="wide-table">
<dt>Create a New Group</dt>
<dd>create a new group</dd>
<dt>Create New Group from...</dt>
<dd> create a new group and automatically add ...
<dl class="narrower-table">
<dt>Selected</dt>
<dd>all currently selected tracks and busses</dd>
<dt>Rec-enabled</dt>
<dd>all currently record-enabled tracks</dd>
<dt>Soloed</dt>
<dd>all currently soloed tracks and busses</dd>
</dl>
</dd>
<dt>Collect Group</dt>
<dd>moves all the member tracks so that they are together in the editor window</dd>
<dt>Remove Group</dt>
<dd>removes the group (and only the group, not its members).</dd>
<dt>Add New Subgroup Bus</dt>
<dd> creates a bus (giving it the name of the group) and connects the output of each member to the new bus.
</dd>
<dt>Add New Aux Bus</dt>
<dd>adds a bus and gives each member a send to that bus. There are two options for this, specifying whether the sends should be placed pre- or post-fader.</dd>
<dt>Fit to Window</dt>
<dd> will zoom the member tracks so that they fill the editor window.</dd>
<dt>Enable All Groups</dt>
<dd>makes all group active, including any hidden groups.</dd>
<dt>Disable All Groups</dt>
<dd>makes all groups inactive, including any hidden groups.</dd>
</dl>
<p>  </p>
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---
layout: default
title: Working with Plugins
---
<p>Plugins are bits of software that get loaded by Ardour in order to:</p>
<ul>
<li>Create various audio or MIDI effects
</li>
<li>Generate audio by functioning as "software instruments"
</li>
</ul>
<p>Plugins are written by 3rd parties, and Ardour supports a variety of different plugin standards:</p>
<dl class="narrower-table">
<dt>LADSPA</dt>
<dd>An early, simple, lightweight plugin API, audio effects only, plugins have no editors/GUI of their own</dd>
<dt>LV2</dt>
<dd>An extensible, full-featured plugin API, audio and MIDI, plugins can provide their own editors/GUIs</dd>
<dt>AudioUnit</dt>
<dd>OS X only, full featured, audio and MIDI, plugins can provide their own GUI</dd>
<dt>Linux VST</dt>
<dd>Plugins using Steinberg's VST plugin standard but compiled specifically for Linux</dd>
<dt>Windows VST</dt>
<dd>Plugins using Steinberg's VST plugin standard but compiled for Windows. <em>Support for this plugin format is not available in regular builds of Ardour. <a href="/working-with-plugins/windows-vst-support">Read more...</a></em>
</dd>
</dl>
<h2>Adding/Removing/Copying Plugins</h2>
<p>Within Ardour, plugins are just another type of <code>Processor</code> and so the techniques for adding/removing/copying/moving processors apply to plugins as well. These techniques are covered on the <a href="/working-with-plugins/the-processor-box">Processor Box</a> page.</p>
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---
layout: default
title: Managing Plugin Presets
---
<p>All plugin editors, whether they are created by Ardour or by the plugin, have a common set of controls at the top of their window. These include 4 controls for managing plugin presets.</p>
<h2>What is a Plugin preset?</h2>
<p>A preset for a plugin is simply a saved set of values for all of a plugin's parameters. If you load a preset, you are restoring all the parameters within that plugin to the values stored in the preset. This is an easy, fast way to manage your preferred settings for particular plugins.</p>
<h2>The Preset Selector</h2>
<p>The preset selector is a regular selector that can be clicked to display a list of all known presets for this plugin. This will include presets that you have created yourself, and for some plugin formats, presets that come with the plugin itself. </p>
<h2>To load a new preset</h2>
<p>Click on the preset selector to popup a menu showing the names of all available presets. Click on the name of the preset you wish to load. The preset will be loaded - you may see various controls in the plugin editor change to reflect the new value of some or all parameters.</p>
<h2>Creating Presets</h2>
<p>To save the current plugin settings as a new preset, click on the "Add" button at the top of the window. A dialog will appear to ask for the name of the preset. Enter the desired name, and then click the "OK" button in the dialog. The preset selector will now show the name you have just entered.</p>
<h2>Saving a Preset</h2>
<p>If you wish to modify the settings in an existing preset, use the preset selector to load the preset. Then adjust the settings as you wish. When done, click the "Save" button and the new values will be stored, overwriting the previous version of this preset.</p>
<h2>To delete a preset</h2>
<p>To delete an existing preset, use the preset selector to load the preset. Click the "Delete" button, and the preset will be removed. The preset selector will be blank, showing that no preset is currently loaded (although the settings will stay as they were). </p>

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layout: default
title: The Plugin Manager
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---
layout: default
title: The Processor Box
---
<p>A processor is a thing which treats the signal in some way. Ardour provides several builtin processors, such as the "fader" processor which controls the gain (volume) of a track or bus. Processors can also be plugins used for effects or as instruments, as well as sends/inserts which are used to change <a href="/signal-routing">signal routing</a>. The arrangement of processors is arbitrary, and there is no limit to how many there can be.</p>
<p>The main box in the top half of a mixer strip shows the processor list. Processors are shown as coloured rectangles, with a small LED beside them; this indicates whether or not the plugin is enabled, and can be clicked to enable or disable a processor. The colour of the processor depends on its location in the sequence; processors that occur before the fader are coloured in red, and those after are coloured green (in the default theme).</p>
<p>The processor box will always contain a blue processor called Fader. This indicates where in the processor chain the main volume fader is located — this is the fader shown in the lower half of the strip.</p>
<h2>To Reorder (Move) Processors</h2>
<p>Processors can be re-ordered using drag-and-drop. Dragging a processor allows it to be moved around within the chain, or copied to another processor list on another track or bus.</p>
<h2>To Enable/Disable a Processor</h2>
<p>To the left of the name of each processor is a small LED symbol; if this is lit-up, the processor is active. Clicking on it will deactivate the processor. It will still pass audio or MIDI signals, but they will not be affected.</p>
<h2>Adding Processors</h2>
<p>Finally, processors can be added to or removed from the chain. Right-clicking the processor list does three things:</p>
<ul>
<li> A gap is opened up to indicate the location of the click. The gap shows where any new processors will be inserted.
</li>
<li> The processor under the click is selected.
</li>
<li> A menu is presented giving options of what to do.
</li>
</ul>
<p>From the menu, some new processors can be inserted.</p>
<h2>Removing Processors</h2>
<p>Context-click on the processor you want to remove. </p>

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---
layout: default
title: Windows VST Support
---
<p>Thanks to the combined work of Torben Hohn, Kjetil Mattheusen, Paul Davis and a few other developers, it is possible to use Windows VST plugins (that is, plugins in VST format built and distributed for the Windows platforms) on Ardour running on Linux. (Note: there is no VST support of any kind on OS X).</p>
<p>However, doing so has three substantial downsides:</p>
<ul>
<li>It requires a special build of Ardour that is fundamentally very different from normal builds.
</li>
<li>Support is reliant on <a href="http://winehq.org/">Wine</a>, a Windows "emulator".
</li>
<li>As usual with plugins, crashes in the plugin will crash Ardour. And crashes in Windows VST plugins are more likely when used in this way.
</li>
</ul>
<p>The dependence on Wine makes it almost impossible for the Ardour project to support this feature. Wine's functionality generally improves over time, but any given release of Wine may behave worse with some or all Windows VST plugins. It may even just crash Ardour completely.</p>
<p>Step back and think about what "using Windows VSTs" really means: taking bits of software written with only one idea in mind - running on the Windows platform - and then trying to use them on an entirely different platform. It is a bit of a miracle (largely thanks to the incredible work done by the Wine project) that it works at all. But is this the basis of a stable, reliable DAW for a non-Windows platform? Getting Ardour on Linux to pretend that its really a Windows application running on Windows?</p>
<p>We understand that there are many outstanding plugins available as Windows VSTs and that in many cases, no equivalent is available for Ardour's Linux-based users. If your workflow is so dependent on those plugins, then remain on Windows (or potentially consider using an actual Windows VST host running inside of Wine). If you can make the effort, you will get a better environment by using a normal build of Ardour and exploring the world of plugins built to run on Linux natively. This covers LADSPA, LV2 and Linux VST formats, and even some outstanding proprietary plugins such as those from <a href="http://www.linuxdsp.co.uk/">LinuxDSP</a> and <a href="http://www.loomer.co.uk/">Loomer</a>.</p>

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