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Ardour 9.0 Released

https://ardour.org/whatsnew.html
112•PaulDavisThe1st•1h ago

Comments

PaulDavisThe1st•1h ago
Happy to answer any questions about this release, and/or the future of Ardour.
miggol•1h ago
Just wanting to say thanks to the whole team for creating such an inspiring and useful creative tool!

I'm most excited to try the perceptual analizer, which was something I found always had disappointing performance in plugins.

Which of the new features would you say posed the most interesting engineering challenge?

PaulDavisThe1st•1h ago
Well, I can't answer for @x42 (Robin Gareus) but for me personally the refactoring of the Editor code so that we could have multiple "editors" was both interesting and hugely challenging.

I didn't want to replicate the code we already had for the Editor, and figuring out to refactor this took a lot of time and experimentation and failures. Although there are still some rough spots, in general I'm very happy with how things turned out.

Clip recording was also a bit of a challenge. It uses an entirely different mechanism than timeline recording, and as usual I got the basics working in a couple of days, followed by months of polishing (and likely, quite a few more to go as we get feedback from users).

soperj•32m ago
> analizer

analyzer. I think analizer has a different meaning.

pwdisswordfishs•1h ago
Every set of release notes that's intended to double as a press release needs to involve the judicious inclusion of a blurb that immediately explains what the hell the thing actually is.

    document.querySelector("#content .section-header + p").className = "date"

    document.querySelector("#content .date + p").outerHTML = (`
      <p>
        We are pleased to announce the release of Ardour 9.0.
      </p>

        <p style="font-style:italic; font-size:smaller; margin:2em
        4em">Ardour is a free and open-source digital audio workstation
        app that works cross-platform on Linux desktops, Mac OS, and
        Windows.  Get Ardour or get involved with the community at <a
        href="https://ardour.org/">Ardour.org</a>.</p>

      <p>
        Ardour 9.0 is a major release for the project, seeing several
        substantive new features that users have asked for over a long
        period of time. Region FX, clip recording, a touch-sensitive
        GUI, pianoroll windows, clip editing and more, not to mention
        dozens of bug fixes, new MIDI binding maps, improved GUI
        performance on macOS (for most)...
      </p>
    `)
jumpocelot•1h ago
Congratulations on the new release! I've seen some forum discussions on this in the past, and I'd imagine it's a frequently debated topic. However, I'd like to ask about the technical feasibility of implementing a feature similar to Ableton's 'Warp' within Ardour. I understand that Ardour and Ableton have fundamentally different architectures and that different DAWs can prioritize different workflows. Given the current state of the codebase and the development roadmap, I'm curious how realistic the implementation of BPM-synced time-stretching actually is or if it remains significantly outside the project's scope.
PaulDavisThe1st•45m ago
The biggest issue here is that the best library for doing audio warping (ZPlane) is not available to us. We already do realtime audio warping for clip playback, just like Ableton, using RubberBand (and might consider using Staffpad at some point, which we have available for static stretches).

However, following the tempo map is a very different challenge than following user-directed edits between warp markers, and neither RubberBand nor Staffpad really offer a good API for this.

In addition, the GUI side of this poses a lot of questions: do you regenerate waveforms on the fly to be accurate, or just use a GUI-only scaling of an existing waveform, to display things during the editing operation.

We would certainly like to do this, and have a pretty good idea of how to do it. The devil, as usual, is in the details, and there are rather a lot of them.

There's also the detail that having clips be bpm-synced addresses somewhere between 50% and 90% of user needs for audio warping, which reduces the priority for doing the human-edited workflow.

sovietmudkipz•1h ago
Hi! I recently (2 weeks) chose this software to invest time into in order to make music/sfx for video games. Do you personally use this software to create music yourself? Just curious!
PaulDavisThe1st•52m ago
Not really. My only released music is a single album at https://pauldavismusic.bandcamp.com/album/suspended-generati... which was made almost entirely with VCV Rack (Ardour was used for some pretty minimal editing). I've also used it for a short podcast series ("Audio Developer Chats") that is currently offline. I do try to talk to musicians and engineers almost every single day about what they're doing, however.
breezykoi•8m ago
Hi! I have been happily using Ardour as a hobbyist since version 5. At the same time I also started learning Pure Data. I was wondering how difficult it would be to implement a feature similar to "The Grid" from Bitwig. I’m not sure whether this could be done as a simple plugin, or if it would require much deeper integration with Ardour.
sovietmudkipz•1h ago
Hobbyist game dev here. Getting into audio and music effects has been fun but I constantly feel overwhelmed. I chose Ardour as my DAW (digital audio workstation) and have been excitedly working on learning. I also bought the book “ Writing Interactive Music for Video Games: A Composer's Guide” which has been very helpful at understanding high level vocabulary.

It’s a lot of work. I slightly enjoy it but boooooy is getting into audio and music pretty challenging. It’ll be good if I ever need to know what I’m talking about when working with others… in the future where I can dedicate myself full time to game dev… One day one day…

I don’t really have a point here. If anyone has any resources, tips, or recommendations on this subject let me know.

Edit: Congrats on the new 9.0 release!

marai2•1h ago
A light weight journaling of your learnings as you go along would probably be real beneficial to many (such as myself who has zero knowledge on the subject of DAWs and creating music effects for games). And since you said it’s very challenging maybe writing about it in small bite-sized learnings might make the process easier? Going from “I must learn all this stuff!!” to “let’s see what audio gems we pick up in our adventure today”.
sovietmudkipz•58m ago
Good point w/ journaling and maybe even preparing stuff to share. Right now it feels like trying to eat a whale whole. …That’s the beauty of doing something in a new (to me) domain though. Even if I don’t share, the practice of formulating how I would explain to someone is beneficial.
iainctduncan•1h ago
At the risk of sending you down a giant rabbit hole, the book Designing Sound is all about making programmatic sounds with Pure Data, and open source low-code programming environment available for all platforms. From what I've read, the book is considered a classic in the video game sound world. It's really good. Combine that with the Cipriani book on PD and learning Ardour would give you a very good learning path.
sovietmudkipz•38m ago
Investigating…
washadjeffmad•23m ago
I recently dated someone in her 30s with a DMA, and she she told me how proud she was to know me because I was the first non-musician friend she's ever had. It's a very deep and insular world.

Pablo Casals famously replied when asked why he was still practicing in his 70s that he "felt like we was making progress", so don't let yourself feel inadequate.

bityard•6m ago
Stuff like that sends me down rabbit holes and when I finally come up for air, I say, "Gee, now I see how people can build their entire career around this!"
Etheryte•9m ago
As no small feat, this release is on the HN front page at the same time as Claude Opus 4.6 and GPT-5.3-Codex. Big day, big names, congrats!

Claude Opus 4.6

https://www.anthropic.com/news/claude-opus-4-6
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Ardour 9.0 Released

https://ardour.org/whatsnew.html
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