3 title: Snap to the Grid
4 menu_title: Snap to Grid
8 Ardour's editor utilizes a <dfn>grid</dfn> to assist in the placement
9 of regions on the timeline, or with editing functions that need to happen
10 at a specific point in time. You can choose if you want the cursor and
11 various objects to snap to this grid, and how you want the snapping to
12 behave. You can modify the grid units to fit your needs.
14 <h2>About Snapping</h2>
15 <p>There are two ways to think about aligning material to a grid.
16 The first and most obvious one is where an object\'s position is clamped
17 to grid lines. In Ardour, this is called <dfn>absolute snap</dfn>
18 and is commonly used when working with sampled material where audio
19 begins exactly at the beginning of a file, note or region.</br>
20 The second, <dfn>relative snap</dfn>, is used when an object's position
21 relative to the grid lines is important. In music, this allows you to
22 move objects around without changing the "feel" (or timing) of a performance.</br>
23 Absolute snap is the default method of snapping in Ardour.</br>
24 While dragging objects you may switch from absolute to relative snap by
25 pressing the absolute snap modifier key(s).</br>
26 You may also disable snap entirely by using the snap modifier (see below).</br>
27 Note that in relative snap mode the reference point is taken to be the distance
28 to the nearest grid line.</br>
29 Note also that when an object lies exactly on a grid line, there will be no difference
30 between relative and absolute snap modes.</br>
31 The realtive snap and snap modifiers (along with other modifier keys) may be set in
32 <kbd class="menu">Edit > Preferences > User Interaction</kbd></br>
33 For common use patterns, it is recommended that you assign a unique key for
34 one snap modifier and two keys for the other in such a way that they share an otherwise unused key.
35 For example, you may choose the snap modifier to be the <kbd class="mod2"> </kbd> key and the
36 relative snap modifier to be the <kbd class="mod2"> </kbd> and <kbd class="mod4"> </kbd> keys.
40 <p>Using the above modifications, Ardour supports three different modes of snapping to the grid:</p>
41 <dl class="wide-table">
42 <dt><kbd class="menu">No Grid</kbd></dt>
43 <dd>disables the grid. All objects move freely in this mode.</br>
44 In <kbd class="menu">No Grid</kbd> mode, you may temporarily activate the grid by pressing the
45 snap modifier (for absolute snap) or switch to relative snap by pressing the relative snap modifier.</dd>
46 <dt><kbd class="menu">Grid</kbd></dt>
47 <dd>activates normal snapping. All positions of objects snap to
48 the grid. (See <a href="#gridunits">Grid Units</a> below
49 to change the grid). If you try to move an object in "Grid"-mode, it
50 does not change its position until you move the mouse far enough for the
51 object to reach the next grid line.</br>
52 Sometimes you may wish to maintain an objects\' position relative to the grid line.
53 In order to do this, use the "snap relative" modifier.
54 When holding down this modifier during a drag, the dragged object will jump
55 while maintaining its original distance from the line.</br>
56 New objects will always be created at grid points.</br>
57 Holding down the snap modifier will disable the current grid setting and allow you to move the object freely.</br>
59 <dt><kbd class="menu">Magnetic</kbd></dt>
60 <dd>is a less strict type of snapping. Objects can still be moved to any
61 position, but positions close to the relative or absolute grid points will snap.
62 In order to move an object very close to a snap point, it may be necessary
63 to zoom in to prevent snapping to that point, or to use the snap modifier to disable snap completely.</br>
64 As with Grid mode, the snap modifier will disable snap completely while the
65 absolute snap modifier will move the "notch" of Magnetic snap to the grid lines.</dd>
68 <h2>Syncing Regions to the Grid</h2>
70 By default, a region's beginning will be used as the reference for both types of snapping,
71 but you can change this behaviour by setting a <dfn>sync point</dfn> in
72 the region. Select the region(s) and press <kbd>V</kbd>. This will set
73 the sync point to your edit point.</p>
75 <h2 id="gridunits">Grid Units</h2>
77 The selector next to the grid mode selector defines the size of the grid
78 elements. You can set your grid to several different units:
80 <dl class="wide-table">
81 <dt><kbd class="menu">CD Frames</kbd></dt>
82 <dd>A CD Frame is 1/75th of a second. Snapping to CD Frames (using absolute snap) can be used to avoid issues with CD track
84 <dt><kbd class="menu">Timecode Frames/Seconds/Minutes</kbd></dt>
85 <dd>The duration of a frame depends on the timecode settings for the
87 <dt><kbd class="menu">Seconds/Minutes</kbd></dt>
88 <dd>These are absolute time units, unaffected by sample rate or timecode settings</dd>
89 <dt><kbd class="menu">Beats/N</kbd></dt>
90 <dd>Set the grid to units of 1/N beats, where N can be 128, 64, 32, 16, 8, 7, 6, 5, 4, 3, 2. The duration of a grid unit will depend on the tempo and meter in effect at that point in the timeline.</dd>
91 <dt><kbd class="menu">Beats</kbd></dt>
92 <dd>Set the grid to whole beats. The duration of a grid unit will depend on the tempo and meter in effect at that point in the timeline.</dd>
93 <dt><kbd class="menu">Bars</kbd></dt>
94 <dd>Set the grid to whole bars. The duration of a grid unit will depend on the tempo and meter in effect at that point in the timeline.</dd>
95 <dt><kbd class="menu">Markers</kbd></dt>
96 <dd>The grid lines are the markers.</dd>
97 <dt><kbd class="menu">Region Starts</kbd></dt>
98 <dd>The grid lines are constructed from region start points (see below).</dd>
99 <dt><kbd class="menu">Region Ends</kbd></dt>
100 <dd>The grid lines are constructed from region end points (see below).</dd>
101 <dt><kbd class="menu">Region Syncs</kbd></dt>
102 <dd>The grid lines are constructed from region sync points.</dd>
103 <dt><kbd class="menu">Region Bounds</kbd></dt>
104 <dd>The grid lines are constructed from region start or end points.</dd>
108 To use Region starts/ends/syncs/bounds as snap choices, you must have
112 <li><em>No</em> tracks selected, which means that Ardour snaps to regions on any track, or </li>
113 <li>Several tracks selected, which means that Ardour only snaps to regions on those selected tracks.</li>
116 If you are moving items on a track, and only the current track is selected,
117 then you will only be able to snap to other regions on the same track.
118 This means that enabling
119 <kbd class="menu">Edit > Preferences > Editor > Link Selections of Regions and
120 Tracks</kbd> will make the "Region" grid unit unusable. Avoid the use of this option if
121 you are going to use any of the Region grid units.