Assists music production by grouping standalone programs into sessions. Community version of "Non Session Manager".
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  1. ! title Non DAW User Manual
  2. ! author Jonathan Moore Liles #(email,male@tuxfamily.org)
  3. ! date June 20, 2008
  4. -- Table Of Contents
  5. : User Manual
  6. :: The Timeline Editor
  7. / Timeline Editor
  8. < tle.png
  9. The Timeline Editor is what you first see when you start the Non-DAW. Here
  10. you will add tracks, make captures, and arrange regions.
  11. Before you can add anything to the timeline, you must create a new project
  12. (menu item `Project\/New`)
  13. / New Project Dialog
  14. < new-project.png
  15. ::: Display Options
  16. The display options, found in the `Options\/Display` submenu may be adjusted
  17. to suit your needs. Set the color scheme, widget style, and other graphic
  18. options to your liking. These options are global and affect all projects.
  19. ::: Navigation
  20. :::: Sequences
  21. A sequence is focused when you click on it. Focus can be moved back and forth
  22. between sequences with `Tab` and `Shift-Tab`.
  23. :::: Playhead
  24. `Shift+Left` and `Shift+Right` move the playhead backward and forward one
  25. beat, while `Ctrl+Shift+Left` and `Ctrl+Shift+Right` move it by bars.
  26. ::::: Within A Sequence
  27. The focused sequence accepts additional movement commands with specific
  28. relevance. `Ctrl+Left` moves the playhead to the beginning of the current or
  29. previous object in the sequence. `Ctrl+Right` moves it to the beginning of
  30. the next object in the sequence.
  31. ::: Cursors
  32. / Cursor Strips
  33. < cursors.png
  34. Active cursors are displayed the the cursor strip along the top of
  35. the timeline. The default cursors define regions of time. All
  36. cursors can be manipulated in their tracks by dragging with the
  37. mouse or other operations that apply to regions on the timeline.
  38. `Ctrl+RightClick` will remove a cursor.
  39. :::: Edit Cursor
  40. / Edit Cursor
  41. < range.png
  42. The edit cursor defines a region to apply an operation to. The edit
  43. cursor is also used to define the region other cursors, such as
  44. Punch and Playback, are created from.
  45. `Ctrl+[` moves the beginning of the edit cursor to the position of
  46. the playhead. `Ctrl+]` moves the end of the edit cursor to the
  47. position of the playhead.
  48. The edit cursor ends can be set individually with the mouse by
  49. positioning the pointer over the desired location and pressing `[`
  50. or `]`. Alternatively, both may be set at once by holding the `r`
  51. key and left-click+dragging the selection rectangle.
  52. :::: Playback Cursor
  53. The Playback Cursor defines the start and stop of playback,
  54. affecting the action of the Home and End transport buttons. Setting
  55. the menu option 'Options/Behavior/Transport/Loop Playback' will
  56. result in playback looping over the region defined by the Playback
  57. Cursor.
  58. Hitting `Ctrl+Shift+L` sets the playback cursor to the same
  59. dimensions and position as the Edit Cursor.
  60. :::: Punch Cursors
  61. Punch Cursors define regions where recording will occur when
  62. recording in Punch Mode.
  63. Hitting `Ctrl+Shift+P` defines a new Punch Cursor with the same
  64. dimensions and position as the Edit Cursor.
  65. Any number of punch cursors may be defined.
  66. ::: Projects
  67. / Project Info Dialog
  68. < project-info.png
  69. A Non-DAW project is a directory where Non-DAW keeps the journal, project
  70. specific settings, notes, some meta-data, and, last but not least, your audio
  71. sources. A project is completely self-contained. You can rename a project as
  72. simply as:
  73. > $ mv Project-A Project-B
  74. Non-DAW projects can refer to audio sources outside of the project
  75. directory--clips dropped onto the timeline from a file-manager, for instance.
  76. These are not copied into the project by default. This allows the efficient
  77. use of audio loop libraries, but introduces external dependencies. Beware
  78. that if you ever move, remove, or change one of these external sources, it
  79. will affect the Non-DAW projects referencing them.
  80. / Note:
  81. { To import all the external sources for a project, making it suitable for
  82. { distribution or archiving, use the `import-external-sources` script included
  83. { with the program.
  84. :::: Settings
  85. Project specific settings are found in the `Project\/Settings` submenu.
  86. ::: Transport
  87. / Transport Controls
  88. < transport.png
  89. The transport controls allow you to control the JACK transport from the
  90. Timeline Editor. `Home` moves the playhead to 0 and `End` moves it to the
  91. end of the project. `Space` toggles playback.
  92. ::: Clocks
  93. / Clocks
  94. < clocks.png
  95. The clocks tell you precisely where the playhead is. There are several clock
  96. types which can be cycled through by left-clicking. The following clock types
  97. are available:
  98. + Hours Minutes Seconds
  99. + Timecode
  100. + Sample
  101. + Bar Beat Tick
  102. ::: Tempo Map
  103. / The Tempo Map
  104. < tempomap.png
  105. The tempo map serves a dual purpose. Firstly, it provides enough information
  106. about the musical structure of your project for Non-DAW to perform
  107. intelligent snapping and draw helpful measure lines. Secondly, the tempo map
  108. is communicated to other JACK clients at playback time via the JACK Timebase
  109. API, so that MIDI accompaniment can follow along to the tempo changes in your
  110. song.
  111. Clicking on an empty part of the time or tempo sequences will prompt you for
  112. the parameters of a new time or tempo point to be inserted at that position.
  113. Hit `Escape` to cancel the insertion. Right-click on a time or tempo point to
  114. edit its value. Existing points can be dragged freely.
  115. ::: Tracks
  116. / A Track Header
  117. < track-header.png
  118. Add a track to the timeline by pressing the `A` key. Right-clicking on the
  119. track header will bring up a context menu by which you can configure the
  120. number of channels used by this track. Click on the track name to change it.
  121. The `T`akes menu lists all the takes associated with a track. The circular
  122. record-enable button is used to arm a track for recording. Only armed tracks
  123. will be recorded onto when the master record-enable button on the transport
  124. is activated and the transport is started. The 'm' toggle button is mute, the
  125. 's' button is solo. Multiple tracks can be soloed at once. `Shift+Mousewheel`
  126. will adjust the track height. Remove a track by selecting 'Remove' from its
  127. context menu.
  128. :::: Recording
  129. / Recording onto a Track
  130. < recording.png
  131. To initiate recording, first arm some tracks by toggling their record
  132. buttons, then toggle the global record-enable button on the transport.
  133. Recording will begin when you press play. During recording, the timeline
  134. darkens and refuses normal input. Regions being captured are colored bright
  135. red. The viewport will automatically follow the playhead as the recording
  136. progresses. Recording stops when you stop the transport or toggle the global
  137. record-button.
  138. ::: Sequences
  139. Sequence is the generic term used to describe all distinct sequences of
  140. objects on the timeline.
  141. ::: Regions
  142. Regions are the most common object on the timeline. Each region represents
  143. some portion of an audio source placed at some position in time. Since
  144. Non-DAW is non-destructive, regions only *represent* the source--altering a
  145. region does not affect the audio source in any way. Deleting a region does
  146. not delete the source--as other regions may still refer to it.
  147. / Note:
  148. { If you decide, for whatever reason, that you no longer wish to retain unused
  149. { sources, run the `remove-unused-sources` script included with the program.
  150. Try this one-liner to clean up many projects in parallel and reclaim disk space:
  151. > for i in ~/projects/*; do remove-unused-sources "$i" & done
  152. :::: Editing
  153. ::::: Split
  154. Position the mouse pointer where you would like the region split and perform
  155. `Shift+Middle-click`. This will divide the region at the mouse pointer.
  156. ::::: Duplicate
  157. Drag a region (or selection) with the mousse while holding the `Ctrl` key to
  158. duplicate it.
  159. ::::: Delete
  160. `Ctrl+Right-click` removes a region or selection from the timeline.
  161. ::::: Trim
  162. Hold down `Shift` and click on part of a region with the left mouse button.
  163. This trims the region start to the position of the mouse pointer. Continue
  164. holding `Shift` and drag to continuously trim the region start point. Do the
  165. same with the right mouse button to trim the region end.
  166. ::::: Pan
  167. Hold `Ctrl+Shift` and drag the region. Instead of moving on the timeline, the
  168. region will remain stationary as the audio source /behind/ it is panned
  169. forward or back. This operation is particularly useful in conjunction wiht
  170. looped regions.
  171. ::::: Normalize
  172. Hit `N` while a region is focused to normalize it (or `Ctrl+Middle-click`).
  173. Normalizing a region means automatically setting its gain as high as possible
  174. without exceeding the standard floating point audio dynamic range of +1 to -1
  175. (corresponding to 0dBFS). Any peaks exceeding this range at this stage will
  176. appear in bright red.
  177. ::::: Fade
  178. / A Region with Fades
  179. < fade-in-out.png
  180. Each region has fade in and out curves. Position the mouse pointer over the
  181. desired fade-in end location and hit `F3` to set the fade-in duration.
  182. Position the mouse pointer over the desired fade-out start location and hit
  183. `F4` to set the fade-out duration. Right click on a region to bring up its
  184. context menu, then choose the type of curve for each fade. The following
  185. curves are available:
  186. + Linear
  187. + Sigmoid
  188. + Logarithmic
  189. + Parabolic
  190. ::::: Loop
  191. / Looped region
  192. < looping.png
  193. Instead of requiring you to duplicate a small region 100 times to achieve a
  194. looping effect, Non DAW supports looping directly. First, adjust the region
  195. duration to cover the amount of time you would like it to loop for. Then,
  196. position the mouse pointer over the first place the loop should repeat (i.e.
  197. the first bar line after the start of the region) and hit `L`. This will set
  198. the loop point for this region, which will be indicated by two white arrows.
  199. At playback, the portion of the region before the loop point will loop for
  200. the duration of the region.
  201. ::: Annotation
  202. / Annotations
  203. < annotations.png
  204. Add an annotation sequence to a track by right-clicking on the track header
  205. to bring up the context menu, and choosing /Add annotation/. Any number of
  206. annotation sequences may be attached to each track. Click on an empty space
  207. in the sequence to add a new annotation point. Right click on the annotation
  208. point to rename it. Hold down shift and drag with the right mouse button to
  209. create a new annotation region of a given duration. Again, right click to
  210. edit the text. Only the first line of annotation region text will be
  211. displayed on the timeline. Annotation regions are useful for containing
  212. lyrics or other cues which have a definite duration. Annotation points are
  213. more appropriately used to denote points of interest or change.
  214. ::: Automation
  215. / Control Sequence
  216. < automation.png
  217. Each track may have any number of control sequences attached to
  218. it. A control sequence comprises a series of points in time (X axis)
  219. and intensity (Y axis). Add a control sequence to a track by picking
  220. /Add control/ from its context menu. A control sequence may be named
  221. by right clicking on it to bring up the context menu, then picking
  222. /Rename/. The output of a control sequence can be set to one of two
  223. modes /Control Voltage \(JACK\)/ or /Control Signal \(OSC\)/.
  224. { NOTE:
  225. { Since release 1.1.0, Control Signal is now the default output mode for Control Sequences.
  226. { If you have existing projects and wish to continue using Control Voltage output,
  227. { you must set the mode to Control Voltage manually.
  228. Click anywhere on the control sequence to add a new control point. Control
  229. points can be dragged around and selected just like other objects on the
  230. timeline. They can even be part of the same selection as regions, permitting
  231. you to move regions and control points together in lock-step.
  232. :::: Output Mode
  233. ::::: Control Voltage
  234. /Control Voltage/ is similar to control voltages generated by analog
  235. equipment. Setting the Control Sequence mode to Control Voltage will
  236. create a JACK output port whose contents simulate an analogue
  237. Control Voltage signal. This mode can be used to control anything
  238. that accepts CV style input. Useful targets include the Non-Mixer,
  239. and SpiralSynthModular.
  240. ::::: Control Signal
  241. The /Control Signal/ mode uses a signal routing layer on top of the
  242. OSC protocol to intelligently and automatically discover and control
  243. any module parameter in Non-Mixer. The output of one Control
  244. Sequence may be connected to any number of Control Signal inputs
  245. available in Non-Mixer.
  246. Control Signals are more efficient than Control Voltages when a
  247. large number of parameters are being automated.
  248. / Control Signal Connection
  249. < control-signals.png
  250. :::: Interpolation Mode
  251. / Effect of Interpolation Mode
  252. < control-points.png
  253. The interpolation mode controls how the relatively small number of
  254. Control Points is transformed into a continuously varying
  255. signal. The options are /None/ and /Linear/.
  256. When its Interpolation mode is set to /None/, a Control Sequence
  257. will output discrete jumps in value upon the playhead passing each
  258. Control Point. This can be useful when instantaneous changes in
  259. value are required, such as sudden muting, or changing the modes of
  260. plugins.