+++ /dev/null
----
-layout: default
-title: Key Bindings
----
-
-<p>
- Almost every available function in Ardour can be executed via a
- <dfn>key binding</dfn> or <dfn><abbr title="Open Sound
- Control">OSC</abbr></dfn> command. There are many more functions
- available than there are keys on even the largest current computer
- keyboards, so only a subset of them are bound to keys by default.
-</p>
-<h2>Key bindings for menu items</h2>
-<p>
- Existing key bindings in menus are listed on the right side of the
- menu items.
-</p>
-<p>
- To create a custom key binding for a menu item quickly, navigate to
- the relevant (sub-) menu, hover over the item with the mouse and press
- the desired combination of modifiers and key.
-</p>
-<p class="warning">
- Ardour will silently re-assign the binding if you use a key
- combination that is already in use, possibly removing a standard
- keyboard shortcut without warning you. That might lead to confusion
- when you ask other users for help, and they explain something in terms
- of a standard key binding, which will then have a completely
- different effect on your system.
-</p>
-<h2>Key binding editor</h2>
-<p>
- For a complete overview of all existing keyboard bindings, go to
- <kbd class="menu">Window > Key Bindings</kbd>. This widget will let
- you view and edit even those functions that are not available in the menu,
- and even remove key bindings altogether.
-</p>
\ No newline at end of file
+++ /dev/null
----
-layout: default
-title: Selection Techniques
----
-
-<p>
- Ardour follows the conventions used by most other computer software
- (including other DAWs) for <dfn>selecting objects</dfn> in the
- <abbr title="Graphical User Interface">GUI</abbr>.
-</p>
-
-<h2>Selecting individual objects</h2>
-<p>
- Clicking on an object (sometimes on a particular part of its
- on-screen representation) will select the object, and deselect other
- similar objects.
-</p>
-
-<h2>Selecting multiple (similar) objects</h2>
-<p>
- A <kbd class="mod1 mouse">left</kbd> click on an object toggles its
- <samp>selected</samp> status, so using <kbd class="mod1 mouse">left</kbd>
- on a series of objects will select (or deselect) each one of them. You can
- construct completely arbitrary selections with this technique.
-</p>
-
-<h2>Selecting a range of objects</h2>
-<p>
- In cases where the idea of "select all objects between this one and that
- one" makes sense, you can select one object and then click
- <kbd class="mod3 mouse">left</kbd> on another to select both of them as
- well as all objects in between.
-</p>
-
-<h2>Time range selection</h2>
-<p>
- To select a time <dfn>range</dfn> in the Editor,
- click <kbd class="mouse">Left</kbd> and drag the mouse.
- A <kbd class="mod1 mouse">Left</kbd> drag then lets you create other
- ranges and a <kbd class="mod3 mouse">left</kbd> click extends a range
- to cover a wider area.
-</p>
-
-<h2>Selection Undo</h2>
-<p>
- The set of objects (including time range) that are selected at any one
- time is known as the selection.
- Each time you select or deselect an object, the new selection is stored in an
- undo/redo stack.
- This stack is cleared each time the content of the timeline changes.
- If you have built up a complex selection and then accidentally cleared it,
- choosing <kbd class="menu">Edit > Undo Selection Change</kbd> will restore your
- previous selection.
- If you then decide that you had in fact made the correct change, choosing
- <kbd class="menu">Edit > Redo Selection Change</kbd> will take you back
- to where you were before you chose <kbd class="menu">Edit > Undo Selection Change</kbd>.
-</p>
+++ /dev/null
----
-layout: default
-title: Tooltips
----
-
-<p>
- By default, Ardour will show helpful <dfn>tooltips</dfn> about
- the purpose and use of each <abbr title="Graphical User
- Interface">GUI</abbr> element if you position the pointer
- over it and hover there for a short while.
- These little pop-up messages can be a good way to discover the
- purpose of many aspects of the GUI.
-</p>
-<p>
- Pop-ups can be distracting for experienced users, who may opt to
- disable them via <kbd class="optoff">Edit > Preferences > GUI >
- Show tooltip if mouse hovers over a control</kbd>.
-</p>
-
+++ /dev/null
----
-layout: default
-title: Undo/Redo for Editing
----
-
-<p>
- While editing, it happens that you apply an unintended change, or make
- a choice one that you later decide was wrong. All changes to the
- arrangement of session components (regions, control points) along the
- timeline can be <dfn>undone</dfn> (and <dfn>redone</dfn> if necessary).
-</p>
-<p>
- The default keybindings are <kbd class="mod1">Z</kbd> for Undo and
- <kbd class="mod1">R</kbd> for Redo. These match the conventions of most
- other applications that provide undo/redo.
-</p>
-<p>
- Changes are also saved to the <dfn>session history</dfn> file, so that
- undo/redo is possible even if you close the session and reopen it later,
- even if you quit Ardour in between.
-</p>
-<p>
- The maximum number of changes that can be undone can be configured under
- <kbd class="menu">Edit > Preferences > Misc > Undo</kbd>.
- The maximum number of changes stored in the history file is a separate
- parameter, and can also be set in the same place.
-</p>
-
-<p class="note">
- In addition to the normal undo (which works only on actions that change
- the timeline), there is a <dfn>visual undo</dfn> which will revert any
- command that affects the display of the editor window. Its shortcut is
- <kbd class="mod3">Z</kbd>.
- There is also an undo for selection. See
- <a href="/ardours-interface/basic-gui-operations/selection-techniques/">Selection Techniques</a> for more information.
-</p>
+++ /dev/null
----
-layout: default
-title: Using the Mouse
----
-
-<h2>Clicking</h2>
-<p>
- Throughout this manual, the term <dfn>click</dfn> refers to the act of pressing
- and releasing the <kbd class="mouse">Left</kbd> mouse button. This action is used to select objects, activate
- buttons, turn choices on and off, pop up menus and so forth.<br />
- On touch surfaces, it also corresponds to a single, one-finger tap on
- the GUI.
-</p>
-
-<h2>Right Clicking</h2>
-<p>
- The term <dfn>right-click</dfn> refers to the act of pressing and releasing
- the <kbd class="mouse">Right</kbd> mouse button.
- This action is used to pop up <dfn>context menus</dfn> (hence the term
- "context click", which you will also see). It is also used by default in
- combination with the shift key to delete objects within the editor
- window.
-</p>
-<p class="note mac">
- Some mice designed for use with Mac OS X may have only one button. By
- convention, pressing and holding the Control key while clicking is
- interpreted as a right-click by many application..
-</p>
-
-<h2>Middle Clicking</h2>
-<p>
- A <dfn>middle-click</dfn> refers to the act of pressing and releasing the
- <kbd class="mouse">Middle</kbd> mouse button. Not all all mice have a middle click button
- (see the <a href="/setting-up-your-system/mouse/">Mouse</a> chapter for
- details). Sometimes the scroll wheel acts as a clickable middle button.
- This action is used for time-constrained region copying and mapping MIDI
- bindings.
-</p>
-<p class="note">
- Internally, your operating system may identify the mouse buttons as
- <kbd class="mouse">Button1</kbd>, <kbd class="mouse">Button2</kbd>, and
- <kbd class="mouse">Button3</kbd>, respectively. It may be possible to
- invert the order of buttons to accommodate left-handed users, or to re-assign
- them arbitrarily. This manual assumes the canonical order.
-</p>
-
-<h2>Double Clicking</h2>
-<p>
- A <dfn>double click</dfn> refers to two rapid press/release cycles on the
- leftmost mouse button. The time interval between the two actions that
- determines whether this is seen as two clicks or one double click is
- controlled by your system preferences, not by Ardour.
-</p>
-
-<h2>Dragging</h2>
-<p>
- A <dfn>drag</dfn> primarily refers to the act of pressing the leftmost
- mouse button, moving the mouse with the button held down, and then
- releasing the button. On touch surfaces, this term also corresponds to
- a single one-finger touch-move-release action.
-</p>
-<p>
- Ardour also uses the middle mouse button for certain kinds of drags,
- which will be referred to as <dfn>middle-drag</dfn>.
-</p>
-
-<h2>Modifiers</h2>
-<p>
- There are many actions in Ardour that can be carried out using a mouse
- button in combination with a <dfn>modifier key</dfn>. When the manual
- refers to <kbd class="mod1 mouse">Left</kbd>, it means that you should first
- press the <kbd class="mod1"></kbd> key, carry out a left click
- while <kbd class="mod1"></kbd> is held down, and then finally release the key.
-</p>
-<p>
- Available modifiers depend on your platform:
-</p>
-<h3>Linux Modifiers</h3>
-<ul>
- <li><kbd>Ctrl</kbd> (Control)</li>
- <li><kbd>Shift</kbd></li>
- <li><kbd>Alt</kbd></li>
- <li><kbd>Mod2</kbd></li>
- <li><kbd>Mod3</kbd></li>
- <li><kbd>Mod4</kbd></li>
- <li><kbd>Mod5</kbd></li>
-</ul>
-<p class="warning">
- The following section is almost certainly wrong. Will need to be checked
- and rewritten asap.
-</p>
-<p>
- Mod2 typically corresponds to the <kbd>NumLock</kbd> key on many systems.
- On most Linux systems, there are no keys that will function as modifiers
- Mod3, Mod4 or Mod5 by default, but they can be setup using
- <dfn>xmodmap(1)</dfn>. This can be rather useful.
-</p>
-
-<h3>OS X Modifiers</h3>
-<ul>
- <li><kbd>Cmd</kbd> (Command, "windmill")</li>
- <li><kbd>Ctrl</kbd> (Control)</li>
- <li><kbd>Alt</kbd> (Option)</li>
- <li><kbd>Shift</kbd></li>
-</ul>
-
-<h2>Scroll Wheel</h2>
-<p>
- Ardour can make good use of a <dfn>scroll wheel</dfn> on your mouse, which can be
- utilized for a variety of purposes. Scroll wheels generate vertical
- scroll events, <kbd class="mouse">⇑</kbd> (ScrollUp) and
- <kbd class="mouse">⇓</kbd> (ScrollDown). Some also emit horizontal
- events, <kbd class="mouse">⇐</kbd> (ScrollLeft) and
- <kbd class="mouse">⇒</kbd> (ScrollRight).
-</p>
-<p>
- When appropriate, Ardour will differentiate between these two different
- scroll axes. Otherwise it will interpret ScrollDown and ScrollLeft as
- equivalent and similarly interpret ScrollUp and ScrollRight as equivalent.
-</p>
-<p>
- Typically, scroll wheel input is used to adjust
- <dfn>continuous controls</dfn> such as faders and knobs, or to scroll
- vertically or horizontally inside a window.
-</p>
-
+++ /dev/null
----
-layout: default
-title: Cut and Paste Operations
----
-
-<p>
- The <dfn>clipboard</dfn> is a holder for various kinds of objects (regions,
- control events, plugins) that is used during <dfn>cut-and-paste
- operations</dfn>.
-</p>
-
-<h2>Cut</h2>
-<p>
- A <dfn>cut</dfn> operation removes selected objects and places them in the
- clipboard. The existing contents of the clipboard are overwriten.<br />
- The default key binding is <kbd class="mod1">x</kbd>.
-</p>
-
-<h2>Copy</h2>
-<p>
- A <dfn>copy</dfn> of the selected objects are placed in clipboard. There is
- no effect on the selected objects themselves. The existing contents of the
- clipboard are overwritten. <br />
- The default key binding is <kbd class="mod1">c</kbd>.
-</p>
-
-<h2>Paste</h2>
-<p>
- The current contents of the clipboard are <dfn>paste</dfn>d (inserted)
- into the session, using the current <dfn>edit point</dfn> as the
- destination. The contents of the clipboard remain unchanged — you
- can paste the same item multiple times. <br />
- The default key binding is <kbd class="mod1">v</kbd>.
-</p>
-
+++ /dev/null
----
-layout: default
-title: Deleting Objects
----
-
-<p>
- Within the Editor window (and to some extent within the Mixer window too),
- there are several techniques for <dfn>deleting</dfn> objects (regions,
- control points, and more).
-</p>
-
-<h2>Using the mouse and keyboard</h2>
-<p>
- Select the object(s) and then press the <kbd>Del</kbd> key.
- This does <strong>not</strong> put the deleted object(s) into the cut
- buffer, so they cannot be pasted elsewhere.
-</p>
-
-<h2>Using normal cut and paste shortcuts</h2>
-<p>
- Select the object(s) and then press <kbd class="mod1">x</kbd>. This puts
- the deleted object(s) into the cut buffer so that they could be pasted
- elsewhere.
-</p>
-
-<h2>Using just the mouse</h2>
-<p>
- By default, <kbd class="mouse">Shift Right</kbd> will delete the
- clicked-upon object. Like the Del key, this does <strong>not</strong>
- put the deleted object(s) into the cut buffer.
-</p>
-<p>
- The modifier and mouse button used for this can be controlled via
- <kbd class="menu">Edit > Preferences > User Interaction >
- Delete using ...</kbd>. Any modifier and mouse button combination can
- be used.
-</p>
-
<dt class="sub1">To Next Region Sync</dt><dd>Moves the currently selected to the next region sync point (by default : beginning or end of the region)</dd>
<dt class="sub1">To Previous Region Sync</dt><dd>Same, to the left</dd>
<dt>Markers</dt><dd></dd>
- <dt class="sub1">Add Mark from Playhead</dt><dd>Creates a Marker at he position of the playhead</dd>
+ <dt class="sub1">Add Mark from Playhead</dt><dd>Creates a Marker at the position of the playhead</dd>
<dt class="sub1">Remove Mark at Playhead</dt><dd>Removes any marker at the position of the playhead</dd>
<dt class="sub1">Toggle Mark at Playhead</dt><dd>Combine the 2 previous : if a marker exists, deletes it, otherwise create it</dd>
<dt>Scripted Actions</dt><dd></dd>
<dt class="sub1">[] Script Manager</dt><dd>Shows the <a href="/lua-scripting/">Script manager</a>, allowing to use and manage the Lua scripts in the session</dd>
- <dt class="sub1">Unset #<em>n</em></dt><dd>Desactivate the <em>n</em>th script</dd>
+ <dt class="sub1">Unset #<em>n</em></dt><dd>Deactivate the <em>n</em>th script</dd>
<dt>Preferences</dt><dd>Displays the <a href="/preferences-and-session-properties/preferences-dialog/">Preferences</a> panels, allowing to change Ardour's behaviour</dd>
</dl>
layout: default
title: Default Keyboard Bindings
menu-title: Key Bindings
----
+---
<p>
Almost every available function in Ardour can be bound to a keyboard
shortcut (and those few that cannot will usually respond to an <a
href="/using-control-surfaces/controlling-ardour-with-osc/"><abbr
- title="Open Sound Control">OSC</abbr> command</a>). Ardour comes with a
+ title="Open Sound Control">OSC</abbr> command</a>). Ardour comes with a
rich set of default <dfn>key bindings</dfn> for the most commonly used
functions.
</p>
-<p>These bindings strive to be <dfn>mnemonic</dfn>, that is, easy and intuitive
- to remember, and follow widely accepted conventions. As a general rule,
- the first letter of an operation will be used for as a shortcut, if
- available. This does not necessarily lead to the best ergonomics for
- rapid editing — there are alternative binding sets for that —
- but it does make it simpler for newcomers to remember some of the most
+
+<p>These bindings strive to be <dfn>mnemonic</dfn>, that is, easy and intuitive
+ to remember, and follow widely accepted conventions. As a general rule,
+ the first letter of an operation will be used for as a shortcut, if
+ available. This does not necessarily lead to the best ergonomics for
+ rapid editing — there are alternative binding sets for that —
+ but it does make it simpler for newcomers to remember some of the most
useful ones, for example<br />
<kbd>S</kbd> for <kbd class="menu">Region > Edit > Split"</kbd>
or<br />
<kbd>P</kbd> for <kbd class="menu">Transport > Playhead > Playhead to Mouse</kbd>.
</p>
+
+<p>
+ Existing key bindings in menus are listed on the right side of the
+ menu items. To create a custom key binding for a menu item quickly, navigate to
+ the relevant (sub-) menu, hover over the item with the mouse and press
+ the desired combination of modifiers and key.
+</p>
+
+<p class="warning">
+ Ardour will silently re-assign the binding if you use a key
+ combination that is already in use, possibly removing a standard
+ keyboard shortcut without warning you. That might lead to confusion
+ when you ask other users for help, and they explain something in terms
+ of a standard key binding, which will then have a completely
+ different effect on your system.
+</p>
+
<p>
- Almost every key binding in Ardour can be changed in
+ Almost every key binding in Ardour can be looked for and/or changed in
<kbd class="menu">Window > Key Bindings</kbd>.
</p>
+
<p>
The conventions for using modifier keys (<kbd class="mod1"> </kbd>, <kbd
- class="mod2"> </kbd>, <kbd class="mod3"> </kbd> etc.) differ among platforms, so we
+ class="mod2"> </kbd>, <kbd class="mod3"> </kbd> etc.) differ among platforms, so we
provide different default bindings for each.
</p>
+
{% children %}