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- - 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 - - relative snap modifier to be the and keys. - -. ++ 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 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:
- - -No Grid | +disables the grid. All objects move freely in this mode. + In No Grid mode, the grid may be temporarily activated + by pressing the snap modifier (for absolute snap) or switch to relative snap + by pressing the relative snap modifier. |
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Grid | +activates normal snapping. All positions of objects snap to the grid. (See + Grid Units below to change the grid). + Moving an object in "Grid"-mode, does not change its position until + the mouse is far enough for the object to reach the next grid line. + To maintain an objects' position relative to the grid line, the "snap relative" + modifier can be used. 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 moving 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. |
- - 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:
-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. |
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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, 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.