X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=include%2Fgrid-controls.html;h=5b60ae208cd82cb9a244d63612f88fbd44ae2c14;hb=7349ebd9e930453ecbba8167ecc18104bc778be9;hp=c69ee9fa4a5ac88efed17e83c10f674dba7a165a;hpb=2098e011e638b5c86c56e68df7757975fc4d728f;p=ardour-manual
diff --git a/include/grid-controls.html b/include/grid-controls.html
index c69ee9f..5b60ae2 100644
--- a/include/grid-controls.html
+++ b/include/grid-controls.html
@@ -1,253 +1,158 @@
-
-
-
-
- - 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. - + 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. This snapping of the cursor and various objects to the + grid can be toggled on or off, as does its behaviour, and grid units.
- -+ 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 to move objects around + without changing the "feel" (or timing) of a performance. +
-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 +
+ Absolute snap is the default method of snapping in Ardour. +
- pressing the absolute snap modifier key(s). ++ While dragging objects, pressing the absolute snap modifier key(s) switches + from absolute to relative snap. +
- You may also disable snap entirely by using the snap modifier (see below). ++ The snap can also be entirely disabled 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. +
- 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 - - 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 ++ Note also that when an object lies exactly on a grid line, there will be no + difference between relative and absolute snap modes. +
- relative snap modifier to be the and keys. ++ The realtive snap and snap modifiers (along with other modifier keys) may be set + in Edit > Preferences > User Interaction +
++ For common use patterns, it is recommended to 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, the snap modifier may be chosen to be the + key and the relative snap modifier to be the and keys.
. - -- - Using the above modifications, Ardour supports three different modes of snapping to the grid: - + Using the above modifications, Ardour supports three different modes of snapping + 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.
- - + By default, a region's beginning will be used as the reference for both types of + snapping, this behaviour can be changed by setting a sync point + in the region, by selecting the region(s) and pressing V. This will set the + sync point to the current edit point. +- The selector next to the grid mode selector defines the size of the grid - - elements. You can set your grid to several different units: - + elements. The grid can be set to several different units:
- - To use Region starts/ends/syncs/bounds as snap choices, you must have - -either - + To use Region starts/ends/syncs/bounds as snap choices, it is necessary to 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 unit unusable. Avoid the use of this option if - - you are going to use any of the Region grid units. - + If items are moved on a track, and only the current track is selected, then + snapping will only happen with 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. This option should not be used in conjunction with the use any of the + Region grid units.
-