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Add some introductory lua-doc paragraph
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@ -514,7 +514,7 @@ div.header p {margin:.25em;}
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<h1 id="h_intro">Overview</h1>
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<h1 id="h_intro">Overview</h1>
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<p>
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<p>
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The top-level entry point are <?=typelink('ARDOUR:Session')?> and <?=typelink('ARDOUR:Editor')?>.
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The top-level entry point are <?=typelink('ARDOUR:Session')?> and <?=typelink('ArdourUI:Editor')?>.
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Most other Classes are used indirectly starting with a Session function. e.g. Session:get_routes().
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Most other Classes are used indirectly starting with a Session function. e.g. Session:get_routes().
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</p>
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</p>
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<p>
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<p>
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@ -525,6 +525,21 @@ A few classes are dedicated to certain script types, e.g. Lua DSP processors hav
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<p>
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<p>
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Detailed documentation (parameter names, method description) is not yet available. Please stay tuned.
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Detailed documentation (parameter names, method description) is not yet available. Please stay tuned.
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</p>
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</p>
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<h2>Short introduction to Ardour classes</h2>
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<p>
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Ardour's structure is object oriented. The main object is the Session. A Session contains Audio Tracks, Midi Tracks and Busses.
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Audio and Midi tracks are derived from a more general "Track" Object, which in turn is derived from a "Route" (aka Bus).
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(We say "An Audio Track <em>is-a</em> Track <em>is-a</em> Route").
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Tracks contain specifics. For Example a track <em>has-a</em> diskstream (for file i/o).
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</p>
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<p>
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Operations are performed on objects. One gets a reference to an object and then calls a method.
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e.g obj = Session:route_by_name("Audio") obj:set_name("Guitar")
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</p>
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<p>
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Object lifetimes are managed by the Session. Most Objects cannot be directly created, but one asks the Session to create or destroy them. This is mainly due to realtime constrains:
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you cannot simply remove a track that is currently processing audio. There are various <em>factory</em> methods for object creation or removal.
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</p>
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<?php
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<?php
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echo '<h1 id="h_classes">Class Documentation</h1>'.NL;
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echo '<h1 id="h_classes">Class Documentation</h1>'.NL;
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