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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 5efb37a..846a4a2 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
@@ -1,7 +1,7 @@
---
layout: default
title: Snap to the Grid
-menu-title: Snap to Grid
+menu_title: Snap to Grid
---
@@ -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.
+ Absolute snap is the default method of snapping in Ardour.
+ While dragging objects you may switch from absolute to relative 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 nearest grid line.
+ Note also that when an object lies exactly on a grid line, there will be no difference
+ between relative and absolute snap modes.
+ The realtive snap and snap modifiers (along with other modifier keys) may be set in
+
+ 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
+ relative 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:
- - disables the grid. All objects move freely in this mode.
+ - disables the grid. All objects move freely in this mode.
+ In mode, you may temporarily activate the grid by pressing the
+ snap modifier (for absolute snap) or switch to relative snap by pressing the relative snap modifier.
- - 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 snap 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 next grid line.
+ Sometimes you may wish to maintain an objects\' position relative to the grid line.
+ In order to do this, use the "snap relative" modifier.
+ When holding down this modifier during a drag, the dragged object will jump
+ while 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.
- 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
- - 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.
- The duration of a frame depends on the timecode settings for the
@@ -60,15 +93,15 @@ menu-title: Snap to Grid
- 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.
- - Snap positions to the nearest marker.
+ - The grid lines are the markers.
- - Snap positions to the nearest region start (see below).
+ - The grid lines are constructed from region start points (see below).
- - Snap positions to the nearest region end.
+ - The grid lines are constructed from region end points (see below).
- - Snap positions to the nearest region sync point.
+ - The grid lines are constructed from region sync points.
- - Snap positions to the nearest region start or end.
+ - The grid lines are constructed from region start or end points.