attribute in the adjacent track.
\end{enumerate}
-The \textit{attributes} are described here next.
+The 5 \textit{attributes} are described here next followed by the other available feature icons and their description.
\begin{description}
\item[Play Track] determines whether the track is rendered or
completely rendered. This happens whether or not \textit{Play track}
is on. For example if you mute all the video tracks, the rendered
media file will have a blank video track. Mute track is represented
- on the timeline with a line that has the default color of
- pink/orange. Use the pulldown \texttt{View $\rightarrow$ Mute} to
+ on the timeline with a line that has the default color of a
+ pinkish-orange. Use the pulldown \texttt{View $\rightarrow$ Mute} to
have the line displayed. It is a keyframable attribute, but Mute
track keyframing is a toggle and it has only the two values of on or
off. If a track is part of a shared track effect, the output of the
Mute track is used to keep the track with the shared track effect
from overlapping the output of the source track (the shared track)
where the shared track effect is not present.
+\item[Track Data Height] this up/down toggle symbol to the immediate right
+of the 5 attributes, is used to individually resize each track. This makes
+it very easy to temporarily expand or contract the size of that track either
+by clickin with the left mouse button or using the middle wheel up/down.
\item[Fader slider] fade values are represented on the timeline
- with a pink curve that is keyframable. All tracks have a fader, but
+ with a pink (default color) curve that is keyframable. All tracks have a fader, but
the units of each fader depend on whether it is audio or video.
Audio fade values are in dB. They represent relative levels, where 0
is the unaltered original sound level, -40 is silence, -80 the
with the arm option enabled, the other faders should follow. Hold
down the Shift key and drag a fader to center it on the original
source value (0 for audio, 100 for video).
-\item[mixer] in the expanded patchbay for that track designate
+\item[Mixer] in the expanded patchbay for that track designates
the multi-camera mixer mode.
\item[Overlay mode] in the expanded patchbay is used for
porter-duff operations and is full explained in
When the glitzy ui is up, the simple text window remains up also since it is the \CGG{} side and keeps track of the value changes so they remain in effect for further usage of the plugin. Changes to one or the other will occur in both with the exception of certain features in the glitzy window which are not communicated correctly back to \CGG{}; for example a reset button -- the simple interface Reset button must be used instead. To change values in the glitzy window you use the mouse and move up or down unlike a knob that turns! (Figure~\ref{fig:calf02})
+\begin{figure}[htpb]
+ \centering
+ \includegraphics[width=0.8\linewidth]{calf02.png}
+ \caption{Screencast with a Calf plugin glitzy window that appears when clicking the simple interface UI button.}
+ \label{fig:calf02}
+\end{figure}
+
In order to test a particular plugin without bringing up \CGG{}, especially for ones that do not operate, it is possible to manually display an lv2ui gui with: \\
\texttt{/cin-path/lv2ui <lv2-uri>} \\
For example:
/tmp/cinelerra-5.1/bin/lv2ui http://calf.sourceforge.net/plugins/Flanger
\end{lstlisting}
-\begin{figure}[htpb]
- \centering
- \includegraphics[width=0.8\linewidth]{calf02.png}
- \caption{Screencast with a Calf plugin glitzy window that appears when clicking the simple interface UI button.}
- \label{fig:calf02}
-\end{figure}
\section[Video Effects --- Native]{Video Effects -- Native}%
\label{sec:video_effects_native}
\item[Play backward] the frame to the left of the cursor in the timeline gets displayed.
\end{description}
-The reason behind this \textit{play} methodology is that you want to know what you just played so that you know what matches what you just saw/heard in case that is the desired stuff. You don't want the compositor to show you what you have not yet played -- you need to see this frame to analyze/check to see if it is what you want. This behavior applies to any playing operation, such as the \textit{keypad} or \textit{Frame forward / Frame reverse} buttons. You can still easily see the actual insertion point in the zoombar at the bottom of the timeline -- sixth button over or 3rd button from the right side. Also note the following:
+The reason behind this \textit{play} methodology is that you want to know what you just played so that you know what matches what you just saw/heard in case that is the desired stuff. You don't want the compositor to show you what you have not yet played -- you need to see this frame to analyze/check to see if it is what you want. This behavior applies to any playing operation, such as the \textit{keypad} or \textit{Frame forward / Frame reverse} buttons. You can still easily see the actual insertion point in the zoombar at the bottom of the timeline -- seventh button over or 3rd button from the right side. Also note the following:
\begin{description}
\item[Blinking insertion point on the timeline] seeking/positioning was the last operation.
\hline
Sample zoom & Duration visible on the timeline \\
Amplitude & Audio waveform scale \\
- Track zoom & Height of tracks in the timeline \\
+ Track audio zoom & Height of audio tracks \\
+ Track video zoom & Height of video tracks \\
(type) & Automation Type \\
Curve zoom & Automation range minimum and maximum \\
Selection change & 3 boxes with starting point, length, and ending point \\
The next option is \emph{amplitude} and it only affects the audio waveform size. \texttt{Ctrl-$\uparrow$} and \texttt{Ctrl-$\downarrow$} are shortcuts used to change the amplitude zoom as an alternative to the down arrow to the right of the numerical size.
-The \emph{track zoom} affects all tracks and determines the height of each track.
-If you change the track zoom, the amplitude zoom will be changed also so that the audio waveforms
+The \emph{track audio and video zoom} affects all tracks of that type and determines the height of each track.
+If you change the audio track zoom, the amplitude zoom will be changed also so that the audio waveforms
are proportionally sized.
-Shortcuts, \texttt{Ctrl-Pgup} and \texttt{Ctrl-Pgdown}, change the track zoom.
+Shortcuts, \texttt{Ctrl-Pgup} and \texttt{Ctrl-Pgdown}, change the track zoom to the next level simultaneously for all of the audio and video tracks.
\emph{Automation type} is used for selecting one of the following: Audio Fade, Video Fade, Zoom, Speed, X, or Y (X and Y are for the compositor's Camera and Projector). When an auto line is present on
the timeline and is being manipulated, a small square the same color as the line will be shown to
The levels window displays the output audio levels after all mixing is done.
The visible range of the sound level meters is configurable in \texttt{Settings $\rightarrow$ Preferences, Interface tab} under the Operations section.
+\begin{wrapfigure}[18]{O}{0.3\linewidth}
+ \centering
+ \vspace{-2ex}
+ \includegraphics[width=0.5\linewidth]{volume_meter.png}
+ \caption{Sound Level Meters Window}
+ \label{fig:volume_meter}
+\end{wrapfigure}
+
Sound level meters can be toggled in the viewer and compositor windows with the show meters button.
They also appear in the patchbay when the track is expanded and in the recording monitor when audio is being recorded.
In the patchbay they are the sound levels for each track after all effects are processed and before down-mixing for the output.
Most of the time, audio levels have numerical markings in dB but in the patchbay there is not enough room.
-\begin{wrapfigure}[15]{O}{0.3\linewidth}
- \centering
- \vspace{-4ex}
- \includegraphics[width=0.5\linewidth]{volume_meter.png}
- \caption{Sound Level Meters Window}
- \label{fig:volume_meter}
-\end{wrapfigure}
-
The sound level is color coded as an extra means of determining the sound level.
Even without numerical markings, the sound level color can distinguish between several ranges and overload.
Look at the color codings in a meter with numerical markings to see what colors correspond to what sound level.