More rephrasing, adding a screencap, removing a useless 1 liner page
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<h2>Positioning the Playhead</h2>
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<figure class="right">
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<img src="/images/the-playhead.png" alt="The playhead">
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<figcaption>
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The playhead
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</figcaption>
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</figure>
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<p>
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The <dfn>playhead</dfn> is a vertical line with two arrows at each end
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that indicates the current position of playback.
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The <dfn>playhead</dfn> is a red vertical line that indicates the current
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position of playback.
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</p>
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<h2>Positioning the Playhead</h2>
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<h3>Positioning the playhead at the current pointer position</h3>
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<p>
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Pressing <kbd>P</kbd> will set the playhead to the current position of
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the pointer, if it is within the editor track area.
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the mouse pointer, if it is within the editor track area.
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</p>
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<h3>Positioning the playhead on the timeline</h3>
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<p>
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A <kbd class="mouse">Left</kbd> click anywhere on the timeline (rulers)
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A <kbd class="mouse">Left</kbd> click anywhere on the <a href="@@ruler">Ruler</a>
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will move the playhead to that position.
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</p>
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<h3>Positioning the playhead with the transport clocks</h3>
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<p>
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Click on either the primary or secondary transport clock and
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<a href="@@editing-clocks">edit their value</a>
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to move the playhead to a specific position.
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Clicking on either the primary or secondary transport clock and
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<a href="@@editing-clocks">editing their value</a> moves the playhead to a
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specific position.
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</p>
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<h3>Positioning the playhead at a marker</h3>
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<p>
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Click <kbd class="mouse">Right</kbd> on the marker and select either
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<kbd class="menu">Locate to here</kbd> or <kbd class="menu">Play from
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here</kbd>.
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<kbd class="mouse">Right</kbd> clicking on the marker and selecting either
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<kbd class="menu">Locate to Here</kbd> or <kbd class="menu">Play from
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Here</kbd> will place the playhead at the marker's position.
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</p>
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<p>
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Alternatively, place the pointer on the marker and press
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<kbd>P</kbd> to set the playhead.
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Alternatively, placing the mouse pointer on the marker and pressing
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<kbd>P</kbd> sets the playhead precisely on the marker location.
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</p>
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<h2>Looping the Transport</h2>
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<p>
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When the <dfn>loop transport</dfn> button is pressed, the playhead will
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jump the start of the loop range, and continue to the end of that range
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before returning to the start and repeating.
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While looping, a light green area is displayed in the time ruler over
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the tracks to show the loop range.
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When the <a href="@@the-loop-range">loop transport</a> button is pressed, the
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playhead will jump the start of the loop range, and continue to the end of that
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range before returning to the start and repeating.
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</p>
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<p>
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While looping, a light green area is displayed in the Ruler over the tracks to
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show the loop range.
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</p>
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<p>
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By default, looping is bound to the <kbd>l</kbd> key.
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</p>
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<p>
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For more information on defining and altering the loop range see
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<a href="@@the-loop-range">Loop Range Markers</a>.
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</p>
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@ -5,7 +5,7 @@
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recorders have the same feature, but may impart some
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<a
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href="@@latency-and-latency-compensation"><dfn>latency</dfn></a>
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(delay) between the time you make a noise and the time that you hear it
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(delay) between the time a noise is made and the time that it will
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come back from the recorder.
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</p>
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<p>
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@ -16,8 +16,8 @@
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can have approximately 3 ms of latency, due to the time the sound
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takes to travel from the instrument to the musician's ears. Latency below
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5 ms should be suitable for a professional recording setup. Because
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2 ms are already used in the A/D/A process, you must use extremely low
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<dfn>buffer sizes</dfn> in your workstation <abbr title="Input/Output">I/O</abbr>
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2 ms are already used in the A/D/A process, extremely low
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<dfn>buffer sizes</dfn> must be used in the workstation <abbr title="Input/Output">I/O</abbr>
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setup to keep the overall latency below 5ms. Not all
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<a href="@@the-right-computer-system-for-digital-audio">computer audio systems</a>
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are able to work reliably at such low buffer sizes.
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through an external mixing console while recording, an approach taken by
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most if not all professional recording studios. Many computer I/O devices
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have a hardware mixer built in which can route the monitor signal "around"
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the computer, avoiding the systemlatency.<br>
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In either case, the monitoring hardware may be digital or analog. And in
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the digital case you will still have the A-D-A conversion latency of
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the computer, avoiding the system latency.
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</p>
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<p>
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In either case, the monitoring hardware may be digital or analog. And in
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the digital case there will still be the A-D-A conversion latency of
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1–2 ms.
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</p>
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@ -2,8 +2,8 @@
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<p>Ardour has three main settings which affect how
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monitoring is performed. The first is
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<kbd class="menu">Edit > Preferences > Audio >
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Record monitoring handled by</kbd>. There are two or three
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options here, depending on the capabilities of your hardware.
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Record monitoring handled by</kbd>. There are two or three
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options here, depending on the capabilities of the hardware.
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</p>
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<p> The other two settings are more complex. One is
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<kbd class="menu">Tape machine mode</kbd>, found in the
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</p>
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<p>
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Monitoring also depends on the state of the track's record-enable button,
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the session record-enable button, and on whether or not the transport is
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rolling.
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the session record-enable button, and on whether or not the transport is
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rolling.
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</p>
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<h3>Software or Hardware Monitoring Modes</h3>
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<p>
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If Ardour is set to <dfn>external monitoring</dfn>, the explanation of
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Ardour's monitoring behaviour is simple: it does not do any.
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If Ardour is set to <dfn>external monitoring</dfn>, Ardour does not do any
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monitoring.
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</p>
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<h2>Monitoring in Non-Tape-Machine Mode</h2>
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<p>
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When <dfn>Tape-Machine mode is off</dfn>, and a track is armed,
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Ardour <em>always</em> monitors the live input, except in one case:
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the transport is rolling, the session is not recording, and
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<dfn>auto-input</dfn>
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is active. In this case only, you will hear playback from an armed track.
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When <dfn>Tape-Machine mode is off</dfn>, and a track is armed, Ardour
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<em>always</em> monitors the live input, except in one case: if the transport is
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rolling, the session is not recording, and <dfn>auto-input</dfn> is active,
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the playback from an armed track will be heard.
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</p>
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<p>
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Unarmed tracks will play back their contents from disc, unless the
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<h2>Monitoring in Tape-Machine Mode</h2>
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<p>
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In <dfn>Tape-Machine mode</dfn>, things are slightly simpler: when a
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track is armed, its behaviour is the same as in non-tape-machine mode.
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In <dfn>Tape-Machine mode</dfn>, when a track is armed, its behaviour is
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the same as in non-tape-machine mode.
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</p>
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<p>
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Unarmed tracks however will always just play back their contents from
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disk; the live input will never be monitored.
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</p>
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@ -1,9 +1,10 @@
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<p>
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When recording, it is important that performers hear themselves, and to
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hear any pre-recorded tracks they are performing with.
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Audio recorders typically let you <dfn>monitor</dfn> (i.e. listen to)
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When recording, it is important that performers hear themselves, and any
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pre-recorded tracks they are performing with.
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</p>
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<p>
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Audio recorders typically allow <dfn>monitoring</dfn> (i.e. listening to)
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the input signal of all tracks that are armed for recording, and playing
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back the unarmed tracks.
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</p>
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@ -1,2 +0,0 @@
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@ -1,11 +0,0 @@
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<p>
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The <dfn>Recording mode</dfn> is a per-track property (applies to audio
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tracks only) that affects the way that recording new material on top of
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existing material ("overdubbing") operates <em>in that track</em>.
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</p>
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<p>
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See <a href="@@track-types#trackmodes">Track modes</a>
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for a detailed explanation.
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</p>
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@ -38,8 +38,7 @@
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<tr><th>Toggle Record</th><td>Global switch button to activate/deactivate recording.
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While active, the button blinks red. The button doesn't start recording by
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itself: if one or more tracks are marked as record-enabled, pressing the
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"Play from Playhead" starts recording on those tracks. See
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<a href="@@record-setup">Recording</a>.</td></tr>
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"Play from Playhead" starts recording on those tracks.</td></tr>
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</table>
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<p class="note">
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@ -1,8 +1,13 @@
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<p>
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Ardour has many available commands for playback control that can be bound
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to keys. Many of them have default bindings, some do not, so the list below
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shows both the default bindings and internal command names.
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to keys. Many of them have <a href="@@keyboard-and-mouse-shortcuts">default
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bindings</a>, Some of the most used are found below.
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</p>
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<p>
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Those keybindings are shown in the corresponding menus. Memorizing at least
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the most frequently used can be a great time saver.
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</p>
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<table class="dl">
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<tr><th><kbd>End</kbd></th>
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<td>Move playhead to session end marker</td></tr>
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<tr><th><kbd>→</kbd></th>
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<td></td></tr>
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<td>Playhead to Next Grid</td></tr>
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<tr><th><kbd>←</kbd></th>
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<td></td></tr>
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<td>Playhead to Previous Grid</td></tr>
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<tr><th><kbd>0</kbd></th>
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<td>Move playhead to start of the timeline</td></tr>
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<tr><th><kbd class="mod3">space</kbd></th>
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<td>Start recording</td></tr>
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<tr><th><kbd class="mod1">space</kbd></th>
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<td>Stop and forget capture</td></tr>
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</table>
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<p>Commands without default bindings include:</p>
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<p class="fixme">Add content</p>
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@ -1131,21 +1131,6 @@ link: using-key-bindings
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part: subchapter
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---
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---
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title: Record Setup
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include: record-setup.html
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link: record-setup
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part: chapter
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---
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---
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title: Track Recording Modes
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include: track-recording-modes.html
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link: track-recording-modes
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uri: recording/track-recording-modes
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part: subchapter
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---
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---
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title: Audio Recording
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include: audio-recording.html
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