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