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=4e76c7b09b9994150c5983468ad9b151b6864d7f;hpb=1321d4a5f39bf9163b6776dddc24d8ce151fd4d3;p=ardour-manual-diverged 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 4e76c7b..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 @@ -1,59 +1,122 @@ --- layout: default title: Snap to the Grid +menu_title: Snap to Grid --- +

+ Ardour's editor utilizes a grid to assist in the placement + of regions on the timeline, or with editing functions that need to happen + at a specific point in time. You can choose if you want the cursor and + various objects to snap to this grid, and how you want the snapping to + behave. You can modify the grid units to fit your needs. +

+

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. +

. - - -

Ardour's editor utilizes a grid to assist in the placement of regions on the timeline, or with editing functions that need to happen on a specific time. With these buttons you can choose if you want the cursor and various objects to snap to this grid, and how you want the snapping to act. You can also modify what units the grid measures as well to fit your needs.

- -

Snap Modes

-

Ardour supports three different types of snapping to the grid:

+

Snap Modes

+

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.
-
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 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.
-
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.
+
No Grid
+
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 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 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 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, 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.

+

Syncing Regions to the Grid

+

+ 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.

-

Grid Units

-

The selector next to the grid mode selector defines the size of the grid elements. The most useful settings are "Bars" and "Beats", but you can set your grid to several different units:

+

Grid Units

+

+ The selector next to the grid mode selector defines the size of the grid + elements. You can set your grid to several different units: +

-
CD Frames
-
a CD Frame is 1/75th of a second. Snapping to CD Frames can be used to avoid issues with CD track lengths
-
Timecode Frames/Seconds/Minutes
-
These duration depend on the timecode settings for the session
-
Seconds/Minutes
-
These are absolute time units, unaffected by sample rate or timecode settings
-
Beats/N
-
Sets 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.
-
Beats
-
Sets 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.
-
Bars
-
Sets 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
-
Snaps positions to the nearest marker
-
Region Starts
-
Snaps positions to the nearest region start (see below)
-
Region Ends
-
Snaps positions to the nearest region end
-
Region Syncs
-
Snaps positions to the nearest region sync point
-
Region Bounds
-
Snaps positions to the nearest region start or end
+
CD Frames
+
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 + session.
+
Seconds/Minutes
+
These are absolute time units, unaffected by sample rate or timecode settings
+
Beats/N
+
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.
+
Beats
+
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.
+
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
+
The grid lines are the markers.
+
Region Starts
+
The grid lines are constructed from region start points (see below).
+
Region Ends
+
The grid lines are constructed from region end points (see below).
+
Region Syncs
+
The grid lines are constructed from region sync points.
+
Region Bounds
+
The grid lines are constructed from region start or end points.
-

To use Region starts/ends/syncs/bounds as snap choices, you must have -either

+ +

+ To use Region starts/ends/syncs/bounds as snap choices, you must have +either +

-If you are moving items on a track, and only the current track is selected, then you will only be able to snap to other regions on the same track. This means that enabling Edit > Preferences > Editor > Link Selections of Regions and Tracks will make the "Region" grid units unusable. Avoid the use of this option if you are going to use any of the Region grid units.

-

\ No newline at end of file + If you are moving items on a track, and only the current track is selected, + then you will only be able to snap to other regions on the same track. + This means that enabling + Edit > Preferences > Editor > Link Selections of Regions and + Tracks will make the "Region" grid unit unusable. Avoid the use of this option if + you are going to use any of the Region grid units. +