X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=_manual%2F15_editing-and-arranging%2F04_snap-to-the-grid.html;h=39a51e60b504fd5cd2ab14e75e51e97a6f20e398;hb=23da3184960e778ec4449ee2bc5f790a80b500a4;hp=3ae4db46d4693c8eb797f42d7e6eb720a14a092e;hpb=065739758b5251bda54ff487f84954d6a530c063;p=ardour-manual diff --git a/_manual/15_editing-and-arranging/04_snap-to-the-grid.html b/_manual/15_editing-and-arranging/04_snap-to-the-grid.html index 3ae4db4..39a51e6 100644 --- a/_manual/15_editing-and-arranging/04_snap-to-the-grid.html +++ b/_manual/15_editing-and-arranging/04_snap-to-the-grid.html @@ -11,30 +11,63 @@ menu_title: Snap to Grid various objects to snap to this grid, and how you want the snapping to behave. You can modify the grid units to fit your needs.

+

About Snapping

+

There are two ways to think about aligning material to a grid. + The first and most obvious one is where an object\'s position is clamped + to grid lines. In Ardour, this is called absolute snap + and is commonly used when working with sampled material where audio + begins exactly at the beginning of a file, note or region.
+ The second, relative snap, is used when an object's position + relative to the grid lines is important. In music, this allows you to + move objects around without changing the "feel" (or timing) of a performance.
+ Relative snap is the default method of snapping in Ardour.
+ While dragging objects you may switch from relative to absolute snap by + pressing the absolute snap modifier key(s).
+ You may also disable snap entirely by using the snap modifier (see below).
+ Note that in relative snap mode the reference point is taken to be the distance + to the next grid line or (if exactly on a grid line) the one it is currently on. + Note also that when an object lies exactly on a grid line, there will be no difference + between relative and absolute snap modes.
+ The absolute snap and snap modifiers (along with other modifier keys) may be set in + Edit > Preferences > User Interaction
+ For common use patterns, it is recommended that you assign a unique key for + one snap modifier and two keys for the other in such a way that they share an otherwise unused key. + For example, you may choose the snap modifier to be the   key and the + absolute snap modifier to be the   and   keys. +

.

Snap Modes

-

Ardour supports three different types of snapping to the grid:

+

Using the above modifications, Ardour supports three different modes of snapping to the grid:

No Grid
-
disables the grid. All objects move freely in this mode.
+
disables the grid. All objects move freely in this mode.
+ In No Grid mode, you may temporarily activate the grid by pressing the + snap modifier (for relative snap) or switch to absolute snap by pressing the absolute snap modifier.
Grid
-
activates normal snapping. All positions of objects are restricted - to points of the grid. (See Grid Units below - to change these points). If you try to move an object in "Grid"-mode, it +
activates normal snapping. All positions of objects maintain their + offset relative to the grid. (See Grid Units below + to change the grid). If you try to move an object in "Grid"-mode, it does not change its position until you move the mouse far enough for the - object to reach the next grid point. New objects will always be created at - grid points, too. + object to reach the same position relative to the next grid line.
+ Sometimes you may wish to place an object exactly on a grid line. + In order to do this, use the "snap to absolute" modifier. + When holding down this modifier during a drag, the dragged object will jump + to the line rather than maintaining its original distance from the line.
+ New objects will always be created at grid points.
+ Holding down the snap modifier will disable the current grid setting and allow you to move the object freely.
Magnetic
is a less strict type of snapping. Objects can still be moved to any - position, but positions close to grid points will snap to the grid point. - In order to move an object very close to a grid point, it may be necessary - to zoom in to prevent snapping to that point.
+ position, but positions close to the relative or absolute grid points will snap. + In order to move an object very close to a snap point, it may be necessary + to zoom in to prevent snapping to that point, or to use the snap modifier to disable snap completely.
+ As with Grid mode, the snap modifier will disable snap completely while the + absolute snap modifier will move the "notch" of Magnetic snap to the grid lines.

Syncing Regions to the Grid

- By default, a region's beginning will snap to points along the timeline, + By default, a region's beginning will be used as the reference for both types of snapping, but you can change this behaviour by setting a sync point in the region. Select the region(s) and press V. This will set the sync point to your edit point.

@@ -46,7 +79,7 @@ menu_title: Snap to Grid

CD Frames
-
A CD Frame is 1/75th of a second. Snapping to CD Frames can be used to avoid issues with CD track +
A CD Frame is 1/75th of a second. Snapping to CD Frames (using absolute snap) can be used to avoid issues with CD track lengths.
Timecode Frames/Seconds/Minutes
The duration of a frame depends on the timecode settings for the @@ -60,15 +93,15 @@ menu_title: Snap to Grid
Bars
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.
Markers
-
Snap positions to the nearest marker.
+
The grid lines are the markers.
Region Starts
-
Snap positions to the nearest region start (see below).
+
The grid lines are constructed from region start points (see below).
Region Ends
-
Snap positions to the nearest region end.
+
The grid lines are constructed from region end points (see below).
Region Syncs
-
Snap positions to the nearest region sync point.
+
The grid lines are constructed from region sync points.
Region Bounds
-
Snap positions to the nearest region start or end.
+
The grid lines are constructed from region start or end points.