不知有誰可翻譯一下....
, 個人覺得"線性和非線性編輯"是須要知道的。
Linear and Non-Linear Editing
There are two general methods commonly used to manipulate digital audio once it has been brought into the computer environment - Linear and Non-Linear.
The Linear method is generally a simpler concept to implement when designing a digital audio environment. Original soundfile data is typically marked, cut, copied, pasted, processed, and otherwise assembled from beginning to end, in a sequential fashion, most likely into a new soundfile representing the finished production. The process of linear editing is much like stacking bricks one on top of the other, one at a time. As the bricks are stacked, removing one brick near the bottom topples the entire structure. Each editing operation is usually performed on the actual soundfile data, requiring mass amounts of data manipulation, slowing processing time drastically. Also, many of the editing operations can actually be considered destructive as they permanently alter the original audio data. In order to provide Undo capabilities, copies of large amount of original data are required to be stored prior to each destructive operation. For instance, to cut six seconds from the front of a one minute soundfile might require saving one megabyte worth of data to an Undo file, and then copying the remaining nine megabytes forward. Undoing the cut would then require recopying the first megabyte from the Undo file and appending the remaining nine megabytes to the end. Expand this concept to editing a 20 minute soundfile and realize you might move and copy up to 200 megabytes of data each time you remove a few seconds from the file. This translates into large amounts of extra storage space and lots of precious time needed to perform simple editing operations in a typical production.
The Non-Linear method is a more complex concept to implement, but offers phenomenal benefits, incredible power, and time-saving capabilities that a linear system can't begin to compare to. In this environment, small objects, typically called clips or Regions, that represent and link to the original soundfile data are manipulated instead of the original data. Two immediate advantages of this concept are 1) there is no longer a need to move and copy large amounts of original soundfile data to perform simple editing operations, and 2) most editing operations can be considered non-destructive as they do NOT alter original soundfile data. Most non-linear environments are built around the concept of a virtual multitrack workspace. Regions can be randomly placed on any combination of tracks and assembled to create a finished production. A powerful non-linear editing environment like SAWStudio allows the Regions to be copied, moved, overlaid, processed and otherwise manipulated non-destructively in real-time, allowing instant auditioning of the production as it's being built, and eliminating the need for the Undo function for most operations. For example, the procedure of cutting a small amount of materiel from the front of a large soundfile requires absolutely no copying or moving of the data, and can be undone or altered at any time without the need for an Undo file. A small Region is created to represent the part of the soundfile in front of the desired cut point. Another Region is created to represent the part of the soundfile after cut. The two Regions are simply placed side by side on a track, and the cut is complete. Playback can occur instantly and original soundfile remains intact! To alter the cut, one or both of the Region boundaries can be simply redefined and once again, the original soundfile remains intact!
The advantages of non-linear editing are numerous, and will continue to astound you the more you work with this concept. So hold on to your hat and fasten your seatbelt as we begin our journey into the powerful world of the SAWStudio non-linear multitrack editing environment.
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本帖最后由 himhui 于 07-4-23 15:54 编辑 ]