[musicians-guide/f14] various XML fixes

Rüdiger Landmann rlandmann at fedoraproject.org
Tue Nov 2 04:16:02 UTC 2010


commit d0d7a28db02c2f5a9d89347c15ecae646c074839
Author: Ruediger Landmann <r.landmann at redhat.com>
Date:   Tue Nov 2 14:15:19 2010 +1000

    various XML fixes

 en-US/Ardour.xml                     |  360 ++++++++++++++++++++--------------
 en-US/Audacity.xml                   |  103 +++++++---
 en-US/Audio_Vocabulary.xml           |   95 +++++++---
 en-US/Digital_Audio_Workstations.xml |  191 +++++++++++++-----
 en-US/Planet_CCRMA_at_Home.xml       |   26 ++--
 en-US/Sound_Cards.xml                |   27 ++-
 6 files changed, 534 insertions(+), 268 deletions(-)
---
diff --git a/en-US/Ardour.xml b/en-US/Ardour.xml
index 389c3d2..e34162f 100644
--- a/en-US/Ardour.xml
+++ b/en-US/Ardour.xml
@@ -59,201 +59,267 @@
 			<para>
 				This section explains some of the graphical interface components that are unique to <application>Ardour</application>.  Components that are consistent through most DAWs are explained in <xref linkend="sect-Musicians_Guide-DAW_Interface_Vocabulary" />.
 			</para>
+			<figure id="ardour_interface_overview"><title>The Ardour interface</title>
+				<mediaobject>
+					<imageobject>
+						<imagedata fileref="./images/Ardour-interface-overview.png" format="PNG" />
+					</imageobject>
+					<textobject>
+						<para>
+							Three graphical interface components specific to the Ardour interface.
+						</para>
+					</textobject>
+					<caption>
+						<orderedlist>
+							<listitem><para>The <firstterm>editor mixer</firstterm></para></listitem>
+							<listitem><para>The <firstterm>session sidebar</firstterm></para></listitem>
+							<listitem><para>The main toolbar</para></listitem>
+						</orderedlist>
+					</caption>
+				</mediaobject>
+			</figure>
+			<para>
+				<xref linkend="ardour_interface_overview"/> illustrates three graphical interface components specific to the Ardour interface: the <firstterm>editor mixer</firstterm>, the <firstterm>session sidebar</firstterm>, and the main toolbar. 
+			</para>
+			<figure id="ardour_interface_editor_mixer"><title>The Ardour editor mixer</title>
+				<mediaobject>
+					<imageobject>
+						<imagedata fileref="./images/Ardour-interface-editor_mixer.png" format="PNG" />
+					</imageobject>
+					<textobject>
+						<para>
+							The Ardour editor mixer panel.
+						</para>
+					</textobject>
+					<caption>
+						<orderedlist>
+							<listitem><para>The fader</para></listitem>
+							<listitem><para>The fader control</para></listitem>
+							<listitem><para>The fader level meter</para></listitem>
+							<listitem><para>The panner</para></listitem>
+							<listitem><para>The output connection button</para></listitem>
+						</orderedlist>
+					</caption>
+				</mediaobject>
+			</figure>
+			<para>
+				<xref linkend="ardour_interface_editor_mixer"/> shows the editor mixer, located at the left of the main <application>Ardour</application> window.  The editor mixer shows only one mixer strip at a time.  It shows the fader and its controls, in the middle of the mixer strip, the panner and its controls, at the bottom of the mixer strip, and the <guibutton>Comments</guibutton> and outgoing connections buttons.
+			</para>
+			<figure id="ardour_interface_session_sidebar"><title>The Ardour session sidebar</title>
+				<mediaobject>
+					<imageobject>
+						<imagedata fileref="./images/Ardour-interface-session_sidebar.png" format="PNG" />
+					</imageobject>
+					<textobject>
+						<para>
+							The Ardour session sidebar.
+						</para>
+					</textobject>
+					<caption>
+						<orderedlist>
+							<listitem><para>The tab strip</para></listitem>
+							<listitem><para>The region list</para></listitem>
+						</orderedlist>
+					</caption>
+				</mediaobject>
+			</figure>
+			<para>
+				<xref linkend="ardour_interface_session_sidebar"/> shows the session sidebar, located at the right the main <application>Ardour</application> window.  In this image, the <guilabel>Regions</guilabel> tab is selected, so the sidebar shows a list of regions currently in the session.  You can see blue ones which were directly imported, white ones which were created from blue regions, and the arrows to the left of some blue regions, indicating that there are white-coloured sub-regions associated with those blue regions.
+			</para>
+			<figure id="ardour_interface_toolbar"><title>The main Ardour toolbar</title>
+				<mediaobject>
+					<imageobject>
+						<imagedata fileref="./images/Ardour-interface-toolbar.png" format="PNG" />
+					</imageobject>
+					<textobject>
+						<para>
+							The main Ardour toolbar.
+						</para>
+					</textobject>
+					<caption>
+						<orderedlist>
+							<listitem><para>Tool selection buttons</para></listitem>
+							<listitem><para>The <guibutton>select/edit object</guibutton> button</para></listitem>
+							<listitem><para>The <guibutton>select/edit range</guibutton> button</para></listitem>
+							<listitem><para>The snap mode</para></listitem>
+							<listitem><para>The grid mode</para></listitem>
+							<listitem><para>The edit point</para></listitem>
+						</orderedlist>
+					</caption>
+				</mediaobject>
+			</figure>
 			<para>
-				<inlinemediaobject><imageobject>
-				<!-- [[File:Ardour-interface-editor_mixer.png|300px|Editor mixer]]-->
-				<imagedata fileref="./images/Ardour-interface-editor_mixer.png" format="PNG" />
-				</imageobject></inlinemediaobject>
-				This image shoes the editor mixer, located at the left of the main <application>Ardour</application> window.  The editor mixer shows only one mixer strip at a time.  It shows the fader and its controls, in the middle of the mixer strip, the panner and its controls, at the bottom of the mixer strip, and the "Comments" and outgoing connections buttons.
-			</para>
-			<para>
-				<inlinemediaobject><imageobject>
-				<!-- [[File:Ardour-interface-session_sidebar.png|300px|Session sidebar]] -->
-				<imagedata fileref="./images/Ardour-interface-session_sidebar.png" format="PNG" />
-				</imageobject></inlinemediaobject>
-				This image shows the session sidebar, located at the right the main <application>Ardour</application> window.  In this image, the "Regions" tab is selected, so the sidebar shows a list of regions currently in the session.  You can see blue ones which were directly imported, white ones which were created from blue regions, and the arrows to the left of some blue regions, indicating that there are white-coloured sub-regions associated with those blue regions.
-			</para>
-			<para>
-				<inlinemediaobject><imageobject>
-				<!-- [[File:Ardour-interface-toolbar.png|300px|Toolbar]] -->
-				<imagedata fileref="./images/Ardour-interface-toolbar.png" format="PNG" />
-				</imageobject></inlinemediaobject>
-				This image shows the main toolbar, located underneath the transport controls, and above the timeline and its rulers.  In the middle of the toolbar are three unlabeled, but highly useful multiple-choice menus: the "snap mode" menu (currently set to "No Grid"); the "grid mode" menu (currently set to "Bars"); and then "edit point" menu (currently set to "Mouse").  To the left of these menus are the tool-selection buttons, the most important of which are the two left-most buttons: Select/Edit Object, and Select/Edit Range.
+				<xref linkend="ardour_interface_toolbar"/> shows the main toolbar, located underneath the transport controls, and above the timeline and its rulers.  In the middle of the toolbar are three unlabeled, but highly useful multiple-choice menus: the <guimenu>snap mode</guimenu> menu (currently set to <literal>No Grid</literal>); the <guimenu>grid mode</guimenu> menu (currently set to <literal>Bars</literal>); and then <guimenu>edit point</guimenu> menu (currently set to <literal>Mouse</literal>).  To the left of these menus are the tool-selection buttons, the most important of which are the two left-most buttons: <guibutton>select/edit object</guibutton>, and <guibutton>select/edit range</guibutton>.
 			</para>
 		</section>
 		<section id="sect-Musicians_Guide-Ardour-Recording-Setting_up_the_Timeline">
 			<title>Setting up the Timeline</title>
+			<para>At the top of the main <application>Ardour</application> window, to the right of the transport's toolbar, are two relatively large clocks. Right-click the clocks to choose what you want them to display:</para>
+			<itemizedlist>
+					<listitem><para><guimenuitem>Bars:Beats</guimenuitem> displays the number of bars and beats <!-- TODO (how to use it?) --></para></listitem>
+					<listitem><para><guimenuitem>Minutes:Seconds</guimenuitem> displays the time since beginning of track <!-- TODO (how to use it?)--></para></listitem>
+					<listitem><para><guimenuitem>Timecode</guimenuitem> displays frames-per-second timecode (usually for work with films)</para></listitem>
+					<listitem><para><guimenuitem>Samples</guimenuitem> displays the samples since start <!-- TODO (how to use it?) --></para></listitem>
+			</itemizedlist>
 			<para>
-				<orderedlist>
-				<listitem><para>At the top of the main <application>Ardour</application> window, to the right of the transport's toolbar, are two relatively large clocks.</para></listitem>
-				<listitem><para>Right-click to choose what you want them to display:
-					<itemizedlist>
-					<listitem><para>"Bars:Beats" displays the number of bars and beats (how to use it?)</para></listitem>
-					<listitem><para>"Minutes:Seconds" displays the time since beginning of track (how to use it?)</para></listitem>
-					<listitem><para>"Timecode" displays frames-per-second timecode (usually for work with films)</para></listitem>
-					<listitem><para>"Samples" displays the samples since start (how to use it?)</para></listitem>
-					</itemizedlist>
-					</para></listitem>
-				<listitem><para>Set the two clocks as desired (maybe turn one off if you only want one)</para></listitem>
-				</orderedlist>
+				If you do not need both clocks, you can turn one of them off.
 			</para>
 			<para>
-				<orderedlist>
-				<listitem><para>The "snap mode" menu is located between the timeline and the clocks.</para></listitem>
-				<listitem><para>This controls where regions may move.  You will need to change these as you work with a session, depending on the current activity.</para></listitem>
-				<listitem><para>left menu:
-					<itemizedlist>
-					<listitem><para>No Grid: regions can go wherever they want</para></listitem>
-					<listitem><para>Grid: regions must start on the nearest grid point</para></listitem>
-					<listitem><para>Magnetic: regions can move freely, but when they are near a grid point, they will automatically 'snap' to it</para></listitem>
-					</itemizedlist>
-					</para></listitem>
-				<listitem><para>middle menu: (how to place the grid-lines)
-					<itemizedlist>
+				The <guimenu>snap mode</guimenu> menu is located between the timeline and the clocks. This menu controls where regions may move. You need to change these as you work with a session, depending on the current activity. The left menu contains:
+			</para>
+			<itemizedlist>
+					<listitem><para><guimenuitem>No Grid</guimenuitem>: regions can move freely</para></listitem>
+					<listitem><para><guimenuitem>Grid</guimenuitem>: regions must start on the nearest grid point</para></listitem>
+					<listitem><para><guimenuitem>Magnetic</guimenuitem> regions can move freely, but when they are near a grid point, they automatically snap to it</para></listitem>
+			</itemizedlist>
+			<para>
+				The middle menu controls where to place the grid lines; by timecode, by clock time, by beats and bars, or by regions.
+			</para>
+			<!-- TODO <itemizedlist>
 					<listitem><para>SMPTE things: for timecode</para></listitem>
 					<listitem><para>seconds and minutes: for time</para></listitem>
-					<listitem><para>beats and bars: for that</para></listitem>
+					<listitem><para>beats and bars: for beats and bars</para></listitem>
 					<listitem><para>Region stuff: edges of regions</para></listitem>
-					</itemizedlist>
-					</para></listitem>
-				<listitem><para>Explain the thing to the right, which allows you to move the playhead by certain amounts.</para></listitem>
-				</orderedlist>
-			</para>
+			</itemizedlist> -->
+			
+			<!-- TODO Explain the thing to the right, which allows you to move the playhead by certain amounts. -->
 			<para>
-				<orderedlist>
-				<listitem><para>The timeline (which contains many "rulers" showing different time-marking scales) is located at the top of the canvas area, underneath the toolbars.</para></listitem>
-				<listitem><para>Use the right-click menu to select which rulers you want to display.</para></listitem>
-				<listitem><para>The rulers you should choose depends on the clock settings and the snap mode.</para></listitem>
-				</orderedlist>
+				The timeline (which contains many <firstterm>rulers</firstterm> showing different time-marking scales) is located at the top of the canvas area, underneath the toolbars. Use the right-click menu to select which rulers you want to display. The rulers you should choose depends on the clock settings and the snap mode.
 			</para>
 		</section>
 		<section id="sect-Musicians_Guide-Ardour-Recording-Connecting_Audio_Sources">
 			<title>Connecting Audio Sources to <application>Ardour</application></title>
 			<para>
-				The name of the track onto which you want to record should be the name of the input in <systemitem>JACK</systemitem>
+				The name of the track onto which you want to record should be the name of the input in <systemitem>JACK</systemitem>.
 			</para>
 		</section>
 		<section id="sect-Musicians_Guide-Ardour-Recording-Setting_up_Busses_and_Tracks">
 			<title>Setting up the Busses and Tracks</title>
 			<para>
-				This is what a bus is.  By default there's a master bus, to which will be sent everything you're going to export.  Busses don't contain regions.  A bus is like a "batch collecting zone," so for example you send all the audio-to-be-exported to the master bus, where you can subject the whole project to a particular filter or volume-adjustment.
+				Refer to <xref linkend="sect-Musicians_Guide-Vocabulary-Bus"/> for a general discussion of busses. By default, everything that you export from <application>Ardour</application> is sent to a master bus. Busses do not contain regions but function as a batch collecting zone, where you can subject the whole project to a particular filter or volume adjustment.
 			</para>
-			<para>
-				Add a track for recording:
-				<orderedlist>
-				<listitem><para>Click 'Track > Add Track/Bus'</para></listitem>
-				<listitem><para>ensure that "Tracks" is selected</para></listitem>
-				<listitem><para>set the number (probably 1)</para></listitem>
-				<listitem><para>select the number of input channels (probably "Stereo" meaning 2)</para></listitem>
-				<listitem><para>select the mode
+			<procedure>
+				<title>Add a track for recording</title>
+				<step><para>Click <menuchoice><guimenu>Track</guimenu><guimenuitem>Add Track/Bus</guimenuitem></menuchoice></para></step>
+				<step><para>ensure that <guilabel>Tracks</guilabel> is selected</para></step>
+				<step><para>set the number (probably <literal>1</literal>)</para></step>
+				<step><para>select the number of input channels (probably <literal>Stereo</literal>, meaning 2)</para></step>
+				<step><para>select the mode:</para>
 					<itemizedlist>
-					<listitem><para>"Normal": creates a new Region for each recording "take"</para></listitem>
-					<listitem><para>"Tape": will destructively record of whatever is already recorded (like a tape)</para></listitem>
+					<listitem><para><literal>Normal</literal>: creates a new Region for each recording take</para></listitem>
+					<listitem><para><literal>Tape</literal>: destructively records over whatever is already recorded (like a tape)</para></listitem>
 					</itemizedlist>
-					</para></listitem>
-				<listitem><para>Click 'Add' to create them</para></listitem>
-				</orderedlist>
-			</para>
-			<para>
-				Rename the tracks, so that you know what's on them:
-				<orderedlist>
-				<listitem><para>easiest way is click on the track name on the box-thing on the left side of the big area</para></listitem>
-				<listitem><para>erase what's there and put in a better name</para></listitem>
-				<listitem><para>when you're done, press "enter"</para></listitem>
-				</orderedlist>
-			</para>
+					</step>
+				<step><para>Click <guibutton>Add</guibutton> to create the track</para></step>
+			</procedure>
+			<procedure>
+				<title>Rename tracks, to identify them</title>
+				<step><para>Click the existing track name in the label to the far left of the track area</para></step>
+				<step><para>Type over the existing name</para></step>
+				<step><para>press <keycap>Enter</keycap></para></step>
+			</procedure>
 		</section>
 		<section id="sect-Musicians_Guide-Ardour-Recording-Adjusting_Recording_Level">
 			<title>Adjusting Recording Level (Volume)</title>
 			<para>
-				Unless you're just learning or doing quick, personal-use experimentation, it is important to properly set the level of the inputs betfore recording.
+				It is important to properly set the level of the inputs betfore recording.
 			</para>
 			<para>
-				The nature of audio equipment (including our ears, I think?) is such that it can only perceive sound pressures (perceived as volume) within a certain range.  If a sound is too quiet, it will not be perceived, and if it is too loud, it will not be perceived accurately.  Furthermore, and this is most important when thinking about one's own ears, if a sound is far too loud, it may permanently damage the audio instrument.
+				The nature of audio equipment <!-- TODO (including our ears, I think?) --> is such that it can only perceive sound pressures (perceived as volume) within a certain range.  If a sound is too quiet, it will not be perceived, and if it is too loud, it will not be perceived accurately.  Furthermore, and this is most important when thinking about your own ears — if a sound is far too loud, it may permanently damage the audio instrument.
 			</para>
 			<para>
 				The nature of digital audio is such that there is a distinct number of volume levels at which something can be recorded.  If a sound is either below or above that range, then it will not be correctly recorded.  When such an improperly-recorded sound is played back, whether too quite or too loud, humans will usually perceive it as "nothing but noise."
 			</para>
 			<para>
-				It's easy to imagine how <application>Ardour</application> acts when it records silence.  When <application>Ardour</application> thinks that a portion of audio is too loud, it outlines the wave-form representation in red, as shown in this image:
-				<inlinemediaobject><imageobject>
-				<!-- [[File:Ardour-red_peaks.png|This audio is too loud.]] -->
-				<imagedata fileref="./images/Ardour-red_peaks.png" format="PNG" />
-				</imageobject></inlinemediaobject>
+				When <application>Ardour</application> records silence, it behaves no differently from when there is no input at all.  When <application>Ardour</application> calculates that a portion of audio is too loud and therefore distorted, it outlines the wave-form representation in red, as shown in <xref linkend="ardour_red_peaks"/>.
 			</para>
+			<figure id="ardour_red_peaks"><title>Audio that is too loud</title>
+				<mediaobject>
+					<imageobject>
+						<imagedata fileref="./images/Ardour-red_peaks.png" format="PNG" />
+					</imageobject>
+					<textobject>
+						<para>
+							A waveform in Ardour, showing red peaks where the audio is too loud.
+						</para>
+					</textobject>
+				</mediaobject>
+			</figure>
 			<para>
 				There are three simple strategies that can be used to change the input level of an audio signal:
 				<orderedlist>
 				<listitem><para>Move the microphone closer or farther from the source</para></listitem>
-				<listitem><para>Route the microphone through a mixer before it hits the audio interface</para></listitem>
+				<listitem><para>Route the microphone through a mixer before it reaches the audio interface</para></listitem>
 				<listitem><para>Route the audio through a bus in <application>Ardour</application> before it gets recorded</para></listitem>
 				</orderedlist>
 			</para>
 			<para>
-				Here are the pros and cons of each approach.
+				Here are the advantages and disadvantages of each approach:
 			</para>
 			<para>
 				There are some circumstances where it is either impractical, impossible, or not advisable to move the microphone or route it through a hardware mixer.  In these cases, you can use a bus in <application>Ardour</application> to modify the volume of the input signal before it is recorded.
-				<orderedlist>
-				<listitem><para>Choose <menuchoice><guimenu>Track</guimenu><guimenuitem>Add Track/Bus</guimenuitem></menuchoice>.</para></listitem>
-				<listitem><para>Select "busses" in the window that pops up.</para></listitem>
-				<listitem><para>Choose the number of busses that you wish to add.  You need one for every track that you are recording, and of which you want to adjust the volume.  It is also possible to record at several different volumes.</para></listitem>
-				<listitem><para>Set the number of channels that youw ant int he bus.</para></listitem>
-				<listitem><para>Once you have the new bus, change its name by doing whatever.  I suggest naming it something that makes it obvious you are using the bus for recording, rather than exporting, like "REC-Bus."</para></listitem>
-				<listitem><para><application>Ardour</application> automatically sets up busses to be used with audio being outputted.  Furthermore, the volume/level control only works on audio beign outputted from a track or bus.  This is why you cannot use the track's volume/level control to adjust the input volume for that track.</para></listitem>
-				<listitem><para>Use <application>QjackCtl</application> to reconnect like this (for help, refer to <xref linkend="sect-Musicians_Guide-Ardour-Recording-Routing_Audio" />):
-					<orderedlist>
-					<listitem><para>Disconnect all of the connections to/from the bus you want to use for recording ("recording bus").</para></listitem>
-					<listitem><para>Ensure that nothing is connected to the input of the track onto which you want to record ("recording track").</para></listitem>
-					<listitem><para>Connect the microphone (the input source) to the recording bus' input</para></listitem>
-					<listitem><para>Connect the input bus' output to the recording track's input.</para></listitem>
-					<listitem><para>Ensure that the recording track's output is connected to the "master" input (this is the master output bus, which should be present in all projects, and through which all output audio should be routed).</para></listitem>
-					</orderedlist>
-					</para></listitem>
-				</orderedlist>
+			</para>
+			<procedure>	
+				<step><para>Choose <menuchoice><guimenu>Track</guimenu><guimenuitem>Add Track/Bus</guimenuitem></menuchoice>.</para></step>
+				<step><para>Select "busses" in the window that pops up.</para></step>
+				<step><para>Choose the number of busses that you wish to add.  You need one for every track that you are recording, and of which you want to adjust the volume.  It is also possible to record at several different volumes.</para></step>
+				<step><para>Set the number of channels that youw ant int he bus.</para></step>
+				<step><para>Once you have the new bus, change its name by doing whatever.  I suggest naming it something that makes it obvious you are using the bus for recording, rather than exporting, like "REC-Bus."</para></step>
+				<step><para><application>Ardour</application> automatically sets up busses to be used with audio being outputted.  Furthermore, the volume/level control only works on audio beign outputted from a track or bus.  This is why you cannot use the track's volume/level control to adjust the input volume for that track.</para></step>
+				<step><para>Use <application>QjackCtl</application> to reconnect like this (for help, refer to <xref linkend="sect-Musicians_Guide-Ardour-Recording-Routing_Audio" />):</para>
+					<substeps>
+					<step><para>Disconnect all of the connections to/from the bus you want to use for recording ("recording bus").</para></step>
+					<step><para>Ensure that nothing is connected to the input of the track onto which you want to record ("recording track").</para></step>
+					<step><para>Connect the microphone (the input source) to the recording bus' input</para></step>
+					<step><para>Connect the input bus' output to the recording track's input.</para></step>
+					<step><para>Ensure that the recording track's output is connected to the "master" input (this is the master output bus, which should be present in all projects, and through which all output audio should be routed).</para></step>
+					</substeps>
+				</step>
+			</procedure>
+			<para>
 				Remember: only one track-to-be-recorded can be routed through a bus for this purpose, because a bus can only output one stream of audio.
 			</para>
 			<para>
 				Here is an algorithm to test whether your tracks are set at a good recording volume.  This should be done before arming any tracks for recording.  Unfortunately, you can never know that you have chosen the best input level until after a region is recorded.  It takes both instinct and experience to be able to choose good input levels reliably.
-				<orderedlist>
-				<listitem><para>Set up all microphones as required.</para></listitem>
-				<listitem><para>Set up connections in <systemitem>JACK</systemitem> as required.</para></listitem>
-				<listitem><para>Set up any recording busses as required (see above).</para></listitem>
-				<listitem><para>On the audio tracks being recorded, set the "metering point" to "input" (here's how to do that).</para></listitem>
-				<listitem><para>Ask the performers to demonstrate the loudest passages they will be doing in the session.  Adjust the input level so that the maximum level falls between -3&nbsp;dB and -6&nbsp;dB (by looking here).  You can reset the maximum-level-seer by clicking on it.</para></listitem>
-				<listitem><para>Ask the performers to demonstrate the quietest passages they will be performing in the session.  Adjust the input level so that this does not fall below -40&nbsp;dB; it should probably be between -30&nbsp;dB and -20&nbsp;dB.</para></listitem>
-				<listitem><para>Ask the performers to demonstrate an average passage from what they will be performing in the session.  This is usually less important than the previous two checks, but if most of the performance will be quieter, it may be worth risking a higher input level in order to capture more detail.  Nevertheless, a "moderate" volume level should result in and input level reading of -20&nbsp;dB to -10&nbsp;dB.</para></listitem>
-				<listitem><para>When you are more experience both with the kind of group you are recording, and the software and equipment being used to do it, you may not need to do these level-checks every time.  It's better to be safe than sorry, however, because once a musical moment has passed, it is impossible to re-create.</para></listitem>
-				</orderedlist>
 			</para>
+			<procedure>
+				<step><para>Set up all microphones as required.</para></step>
+				<step><para>Set up connections in <systemitem>JACK</systemitem> as required.</para></step>
+				<step><para>Set up any recording busses as required (see above).</para></step>
+				<step><para>On the audio tracks being recorded, set the "metering point" to "input" (here's how to do that).</para></step>
+				<step><para>Ask the performers to demonstrate the loudest passages they will be doing in the session.  Adjust the input level so that the maximum level falls between -3&nbsp;dB and -6&nbsp;dB (by looking here).  You can reset the maximum-level-seer by clicking on it.</para></step>
+				<step><para>Ask the performers to demonstrate the quietest passages they will be performing in the session.  Adjust the input level so that this does not fall below -40&nbsp;dB; it should probably be between -30&nbsp;dB and -20&nbsp;dB.</para></step>
+				<step><para>Ask the performers to demonstrate an average passage from what they will be performing in the session.  This is usually less important than the previous two checks, but if most of the performance will be quieter, it may be worth risking a higher input level in order to capture more detail.  Nevertheless, a "moderate" volume level should result in and input level reading of -20&nbsp;dB to -10&nbsp;dB.</para></step>
+				<step><para>When you are more experience both with the kind of group you are recording, and the software and equipment being used to do it, you may not need to do these level-checks every time.  It's better to be safe than sorry, however, because once a musical moment has passed, it is impossible to re-create.</para></step>
+			</procedure>
 		</section>
 		<section id="sect-Musicians_Guide-Ardour-Recording-Recording_a_Region">
 			<title>Recording a Region</title>
 			<para>
 				As you progressively record a session, you will create at least one region.  Warning about audio being put out the "audition" output by default (use headphones)
-				<orderedlist>
-				<listitem><para>Ensure that the inputs, timeline, and tracks are properly set up.</para></listitem>
-				<listitem><para>if there is nothing to the left of the editor window, press Ctrl+E or 'View > Show Editor Mixer'</para></listitem>
-				<listitem><para>Select the track you're recording onto</para></listitem>
-				<listitem><para>set the metering point to "input" and verify that it's working correctly and connected to the right thing (say what this does, and why you want to do it now)</para></listitem>
-				<listitem><para>See "Adjusting Recording Volume" below, and do it now</para></listitem>
-				<listitem><para>Arm the track for recording: either press "Record" in the track's mixer in the left, or press the small red record button on the track itself</para></listitem>
-				<listitem><para>the buttons will remain lighted to show that the tracks are armed</para></listitem>
-				<listitem><para>arm <application>Ardour</application> for recording by select the big red record button on the transport</para></listitem>
-				<listitem><para>start the transport in in the normal way (big play button)</para></listitem>
-				<listitem><para>when you're done recording, stop the transport with the big stop button</para></listitem>
-				<listitem><para>each time you start and stop the transport, a new "region" is produced</para></listitem>
-				<listitem><para>each time you stop the transport, <application>Ardour</application> "un-arms" itself, but any tracks that you selected are still armed</para></listitem>
-				<listitem><para>When you've finished recording a region, use the "Regions" box-thing on the right of the interface to rename the region:
-					<orderedlist>
-					<listitem><para>Find the region that you just recorded (by default they are named like "Audio 1-1" which is the name of the recording track followed by a hyphen, then a number in ascending sequeuence representing the "take"). Select it.</para></listitem>
-					<listitem><para>Click on the title, and a box should surround it.</para></listitem>
-					<listitem><para>Change the name to what you want.</para></listitem>
-					<listitem><para>Press enter to finish editing the name.</para></listitem>
-					</orderedlist>
-					</para></listitem>
-				</orderedlist>
 			</para>
+			<procedure>
+				<step><para>Ensure that the inputs, timeline, and tracks are properly set up.</para></step>
+				<step><para>if there is nothing to the left of the editor window, press Ctrl+E or 'View > Show Editor Mixer'</para></step>
+				<step><para>Select the track you're recording onto</para></step>
+				<step><para>set the metering point to "input" and verify that it's working correctly and connected to the right thing (say what this does, and why you want to do it now)</para></step>
+				<step><para>See "Adjusting Recording Volume" below, and do it now</para></step>
+				<step><para>Arm the track for recording: either press "Record" in the track's mixer in the left, or press the small red record button on the track itself</para></step>
+				<step><para>the buttons will remain lighted to show that the tracks are armed</para></step>
+				<step><para>arm <application>Ardour</application> for recording by select the big red record button on the transport</para></step>
+				<step><para>start the transport in in the normal way (big play button)</para></step>
+				<step><para>when you're done recording, stop the transport with the big stop button</para></step>
+				<step><para>each time you start and stop the transport, a new "region" is produced</para></step>
+				<step><para>each time you stop the transport, <application>Ardour</application> "un-arms" itself, but any tracks that you selected are still armed</para></step>
+				<step><para>When you've finished recording a region, use the "Regions" box-thing on the right of the interface to rename the region:</para>
+					<substeps>
+					<step><para>Find the region that you just recorded (by default they are named like "Audio 1-1" which is the name of the recording track followed by a hyphen, then a number in ascending sequeuence representing the "take"). Select it.</para></step>
+					<step><para>Click on the title, and a box should surround it.</para></step>
+					<step><para>Change the name to what you want.</para></step>
+					<step><para>Press enter to finish editing the name.</para></step>
+					</substeps>
+					</step>
+			</procedure>
 		</section>
 		<section id="sect-Musicians_Guide-Ardour-Recording-Recording_More">
 			<title>Recording More</title>
@@ -534,18 +600,26 @@
 					</orderedlist>
 					</para></listitem>
 				</orderedlist>
-				<inlinemediaobject><imageobject>
-					<!-- [[File:FMG-Ardour-Connections.png]] -->
-					<imagedata fileref="./images/FMG-Ardour-Connections.png" format="PNG" />
-					</imageobject></inlinemediaobject>
 			</para>
+			<figure id="ardour_connections"><title>Connections in Ardour</title>
+				<mediaobject>
+					<imageobject>
+						<imagedata fileref="./images/FMG-Ardour-Connections.png" format="PNG" />
+					</imageobject>
+					<textobject>
+						<para>
+							Connections in Ardour
+						</para>
+					</textobject>
+				</mediaobject>
+			</figure>
 		</section>
-		<section id="sect-Musicians_Guide-Ardour-Editing-Edit_Groups">
+		<!-- TODO <section id="sect-Musicians_Guide-Ardour-Editing-Edit_Groups">
 			<title>Creating Edit Groups</title>
 			<para>
 				Explain how to do that, and why.
 			</para>
-		</section>
+		</section> -->
 		<section id="sect-Musicians_Guide-Ardour-Editing-Add_Regions_to_Tracks">
 			<title>Add Regions to Tracks</title>
 			<para>
diff --git a/en-US/Audacity.xml b/en-US/Audacity.xml
index bbac4b2..14ea050 100644
--- a/en-US/Audacity.xml
+++ b/en-US/Audacity.xml
@@ -7,11 +7,11 @@
 <chapter id="chap-Musicians_Guide-Audacity">
 	<title>Audacity</title>
 	<para>
-			Audacity is a high-quality sound recording application, designed to be easy to use.  We recommend Audacity to most computer users, because it is simple but it has many features and capabilities.  You do not need to understand advanced computer audio concepts before using Audacity.  If you can connect your microphone to your computer, you know enough to use Audacity.
+		Audacity is a high-quality sound recording application, designed to be easy to use.  We recommend Audacity to most computer users, because it is simple but it has many features and capabilities.  You do not need to understand advanced computer audio concepts before using Audacity.  If you can connect your microphone to your computer, you know enough to use Audacity.
 	</para>
 	
 	<section id="sect-Musicians_Guide-Audacity-Knowing_When_to_Use">
-		<title>Kowing When to Use Audacity</title>
+		<title>Knowing When to Use Audacity</title>
 		<!-- this is basically a re-casting of "sect-Musicians_Guide-Knowing_Which_DAW_to_Use" in "Digital_Audio_Workstations.xml" -->
 		<para>
 			Audacity has a simple user interface, it is easy to use, and it has many advanced capabilities.  Audacity does not require advanced knowledge of computers, music, or recording.  Audacity is the right tool to use for editing a single audio file, and it can also coordinate multiple audio files simultaneously.  Most users will prefer Audacity over the other applications in the Musicians' Guide which can record.
@@ -47,26 +47,34 @@
 		</section>
 		<section id="sect-Musicians_Guide-Audacity-Installation">
 			<title>Standard Installation</title>
-			<para>
-				This method installs Audacity from the Fedora repository.  This version of Audacity does not use an MP3 library, and cannot process MP3 files.
-				<orderedlist>
-				<listitem><para>Use PackageKit or KPackageKit to install the <code>audacity</code> package.</para></listitem>
-				<listitem><para>The proposed installation includes Audacity and all of the libraries that Audacity uses.  Continue installing Audacity by reviewing and approving the proposed installation.</para></listitem>
-				<listitem><para>Audacity configures itself automatically, but it may not use the configuration you want.  You need to test Audacity before recording, so that you know that it works.  Follow the instructions in <xref linkend="sect-Musicians_Guide-Audacity-Testing_Playback" /> and <xref linkend="sect-Musicians_Guide-Audacity-Testing_Recording" /> to test Audacity.</para></listitem>
-				</orderedlist>
-			</para>
+			
+			<procedure>
+				<para>
+					This method installs Audacity from the Fedora repository.  This version of Audacity does not use an MP3 library, and cannot process MP3 files.
+				</para>
+				<step><para>Use PackageKit or KPackageKit to install the <package>audacity</package> package.</para></step>
+				<step><para>The proposed installation includes Audacity and all of the libraries that Audacity uses.  Continue installing Audacity by reviewing and approving the proposed installation.</para></step>
+				<step><para>Audacity configures itself automatically, but it may not use the configuration you want.  You need to test Audacity before recording, so that you know that it works.  Follow the instructions in <xref linkend="sect-Musicians_Guide-Audacity-Testing_Playback" /> and <xref linkend="sect-Musicians_Guide-Audacity-Testing_Recording" /> to test Audacity.</para></step>
+			</procedure>
+			
 		</section>
 		<section id="sect-Musicians_Guide-Audacity-Installation_with_RPM_Fusion">
 			<title>Installation with MP3 Support</title>
-			<para>
-				This method installs Audacity from the RPM Fusion repository.  This version of Audacity uses an MP3 library, and can process MP3 files.  The Fedora Project cannot provide support for this version of Audacity because it is not prepared by Fedora.
-				<orderedlist>
-				<listitem><para>Run this command in a terminal: <command>su -c 'yum localinstall --nogpgcheck http://download1.rpmfusion.org/free/fedora/rpmfusion-free-release-stable.noarch.rpm http://download1.rpmfusion.org/nonfree/fedora/rpmfusion-nonfree-release-stable.noarch.rpm'</command></para></listitem>
-				<listitem><para>Use PackageKit or KPackageKit to install the <code>audacity-freeworld</code> package.</para></listitem>
-				<listitem><para>The proposed installation includes Audacity and all of the libraries that Audacity uses.  Continue installing Audacity by reviewing and approving the proposed installation.</para></listitem>
-				<listitem><para>Audacity configures itself automatically, but it may not use the configuration you want.  You need to test Audacity before recording, so that you know that it works.  Follow the instructions in <xref linkend="sect-Musicians_Guide-Audacity-Testing_Playback" /> and <xref linkend="sect-Musicians_Guide-Audacity-Testing_Recording" /> to test Audacity.</para></listitem>
-				</orderedlist>
-			</para>
+			<procedure>
+				<para>
+					This method installs Audacity from the RPM Fusion repository.  This version of Audacity uses an MP3 library, and can process MP3 files.  The Fedora Project cannot provide support for this version of Audacity because it is not prepared by Fedora.
+				</para>
+				<step><para>Run this command in a terminal: </para>
+<screen><command>su -c 'yum localinstall --nogpgcheck http://download1.rpmfusion.org/free/fedora/\</command>
+<command>rpmfusion-free-release-stable.noarch.rpmhttp://download1.rpmfusion.org/nonfree/\</command>
+<command>fedora/rpmfusion-nonfree-release-stable.noarch.rpm'</command></screen>
+				<para>
+					Note that this a single command, broken into three lines here for presentation reasons.
+				</para></step>
+				<step><para>Use PackageKit or KPackageKit to install the <code>audacity-freeworld</code> package.</para></step>
+				<step><para>The proposed installation includes Audacity and all of the libraries that Audacity uses.  Continue installing Audacity by reviewing and approving the proposed installation.</para></step>
+				<step><para>Audacity configures itself automatically, but it may not use the configuration you want.  You need to test Audacity before recording, so that you know that it works.  Follow the instructions in <xref linkend="sect-Musicians_Guide-Audacity-Testing_Playback" /> and <xref linkend="sect-Musicians_Guide-Audacity-Testing_Recording" /> to test Audacity.</para></step>
+			</procedure>
 		</section>
 		<section id="sect-Musicians_Guide-Audacity-Testing_Playback">
 			<title>Post-Installation Test: Playback</title>
@@ -125,12 +133,12 @@
 					<substeps>
 						<step><para>Open a terminal.  In GNOME, choose <menuchoice><guimenu>Applications</guimenu> <guisubmenu>System</guisubmenu> <guimenuitem>Terminal</guimenuitem></menuchoice>.  In KDE, open the application launcher, then choose <menuchoice><guimenu>System</guimenu><guimenuitem>Konsole</guimenuitem></menuchoice>.</para></step>
 						<step><para>Run this command: <command>cat /proc/asound/cards</command>.</para></step>
-						<step><para>The <code>cat</code> program outputs a list of sound cards in your computer, which looks similar to this list:
-<literallayout>0 [SB             ]: HDA-Intel - HDA ATI SB
-                  HDA ATI SB at 0xf7ff4000 irq 16
-1 [MobilePre      ]: USB-Audio - MobilePre
-                  M Audio MobilePre at usb-0000:00:13.0-2</literallayout>
-						In this example output, the square brackets surround the name of the sound card.  The names of the sound cards in this example output are <literal>SB</literal> and <literal>MobilePre</literal>.</para></step>
+						<step><para>The <command>cat</command> program outputs a list of sound cards in your computer, which looks similar to this list:</para>
+<screen><computeroutput>0 [SB             ]: HDA-Intel - HDA ATI SB</computeroutput>
+<computeroutput>                  HDA ATI SB at 0xf7ff4000 irq 16</computeroutput>
+<computeroutput>1 [MobilePre      ]: USB-Audio - MobilePre</computeroutput>
+<computeroutput>                  M Audio MobilePre at usb-0000:00:13.0-2</computeroutput></screen>
+						<para>In this example output, the square brackets surround the name of the sound card.  The names of the sound cards in this example output are <literal>SB</literal> and <literal>MobilePre</literal>.</para></step>
 						<step><para>Identify the name of the sound card that you want to use.  If you do not see your sound card in the list outputted by <code>cat</code>, then your Fedora does not detect it.  You should also remember the number of the sound card, which is printed to the left of the name.  You can use two different sound cards for recording and playback.</para></step>
 					</substeps>
 				</step>
@@ -160,12 +168,45 @@
 	<section id="sect-Musicians_Guide-Audacity-Interface">
 		<title>The Interface</title>
 		<!-- [[File:FMG-Audacity-Interface.xcf]] -->
-		<para>
-			<inlinemediaobject><imageobject>
-				<!-- [[File:FMG-Audacity-Interface.png]] -->
-				<imagedata fileref="./images/FMG-Audacity-Interface.png" format="PNG" />
-				</imageobject></inlinemediaobject>
-		</para>
+		<figure id="audacity_interface"><title>The Audacity interface</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/Audacity-Interface.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						An Audacity window, displaying a single stereo track.
+					</para>
+				</textobject>
+				<caption>
+					<orderedlist>
+						<listitem><para>The <firstterm>transport controls</firstterm> play, stop, or pause playback of audio.  The buttons to record and move quickly through a file are also located here.</para></listitem>
+						<listitem><para>The <firstterm>tool-selection box</firstterm> changes the cursor's function.</para></listitem>
+						<listitem><para>The two <firstterm>volume level meters</firstterm> display the volume level of stereo audio.  The left meter displays the volume level of the output signal.  The right meter displays the volume level of the input signal.</para></listitem>
+						<listitem><para>The <firstterm>ruler</firstterm> displays the time since the start of the file, in minutes and seconds.</para></listitem>
+						<listitem><para>Each <firstterm>track</firstterm> contains two channels of audio signal data.  Audacity stacks tracks vertically in the main window.  Audacity plays back all tracks simultaneously.</para></listitem>
+					</orderedlist>
+				</caption>
+			</mediaobject>
+		</figure>
+		<figure id="audacity_track"><title>A track in Audacity</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/Audacity-Track.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						A single stereo track, displayed in Audacity.
+					</para>
+				</textobject>
+				<caption>
+					<orderedlist>
+						<listitem><para>Each track has a <firstterm>track info area</firstterm>, which holds settings like the fader, panner, and <guibutton>mute</guibutton> and <guibutton>solo</guibutton> buttons.</para></listitem>
+						<listitem><para>The <firstterm>timeline</firstterm> is the main area of the main window of Audacity.  The leftmost point is the beginning of the audio file.</para></listitem>
+					</orderedlist>
+				</caption>
+			</mediaobject>
+		</figure>
 		<para>
 			Refer to the image above as you read about the user interface of Audacity.
 			<itemizedlist>
diff --git a/en-US/Audio_Vocabulary.xml b/en-US/Audio_Vocabulary.xml
index 4c7e21f..1b56e61 100644
--- a/en-US/Audio_Vocabulary.xml
+++ b/en-US/Audio_Vocabulary.xml
@@ -19,27 +19,40 @@
 	
 	<section id="sect-Musicians_Guide-Vocabulary-Bus">
 		<title>Busses, Master Bus, and Sub-Master Bus</title>
-		<para>
-			<inlinemediaobject><imageobject>
-			<!-- [[File:FMG-bus.xcf]] -->
-			<!-- [[File:FMG-bus.png|200px|How audio busses work.]] -->
-			<imagedata fileref="./images/FMG-bus.png" format="PNG" />
-			</imageobject></inlinemediaobject>
-			<inlinemediaobject><imageobject>
-			<!-- [[File:FMG-master_sub_bus.xcf]] -->
-			<!-- [[File:FMG-master_sub_bus.png|200px|The relationship between the master bus and sub-master busses.]] -->
-			<imagedata fileref="./images/FMG-master_sub_bus.png" format="PNG" />
-			</imageobject></inlinemediaobject>
-		</para>
+
 		<para>
 			An <firstterm>audio bus</firstterm> sends audio signals from one place to another.  Many different signals can be inputted to a bus simultaneously, and many different devices or applications can read from a bus simultaneously.  Signals inputted to a bus are mixed together, and cannot be separated after entering a bus.  All devices or applications reading from a bus receive the same signal.
 		</para>
+		<figure id="bus"><title>How audio busses work</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/FMG-bus.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						An example audio bus combining three signals. The combined output is sent to two separate devices or applications.
+					</para>
+				</textobject>
+			</mediaobject>
+		</figure>
 		<para>
 			All audio routed out of a program passes through the master bus.  The <firstterm>master bus</firstterm> combines all audio tracks, allowing for final level adjustments and simpler mastering.  The primary purpose of the master bus is to mix all of the tracks into two channels.
 		</para>
 		<para>
 			A <firstterm>sub-master bus</firstterm> combines audio signals before they reach the master bus.  Using a sub-master bus is optional.  They allow you to adjust more than one track in the same way, without affecting all the tracks.
 		</para>
+		<figure id="master_and_sub-master_busses"><title>The relationship between the master bus and sub-master busses</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/FMG-master_sub_bus.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						Two example sub-master busses, each combining two different signals and sending them to a master bus. The master bus combines the two signals into one signal that contains all four original signals.
+					</para>
+				</textobject>
+			</mediaobject>
+		</figure>
 		<para>
 			Audio busses are also used to send audio into effects processors.
 		</para>
@@ -72,20 +85,40 @@
 	
 	<section id="sect-Musicians_Guide-Vocabulary-Panning_and_Balance">
 		<title>Panning and Balance</title>
-		<mediaobject><imageobject>
-			<!-- [[File:FMG-Balance_and_Panning.png|200px|left|The difference between adjusting panning and adjusting balance.]] -->
-			<!-- [[File:FMG-Balance_and_Panning.xcf]] -->
-			<imagedata fileref="./images/FMG-Balance_and_Panning.png" format="PNG" />
-			</imageobject></mediaobject>
+
 		<para>
 			<firstterm>Panning</firstterm> adjusts the portion of a channel's signal that is sent to each output channel.  In a stereophonic (two-channel) setup, the two channels represent the "left" and the "right" speakers.  Two channels of recorded audio are available in the DAW, and the default setup sends all of the "left" recorded channel to the "left" output channel, and all of the "right" recorded channel to the "right" output channel.  Panning sends some of the left recorded channel's level to the right output channel, or some of the right recorded channel's level to the left output channel.  Each recorded channel has a constant total output level, which is divided between the two output channels.
 		</para>
+		<figure id="panning"><title>Panning</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/panning.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						The left and right recorded channels being sent to the left output channel; the left recorded channel being sent to the left output channel and the right recorded channel being sent to the right output channel, and the left and right recorded channels being sent to the right output channel.
+					</para>
+				</textobject>
+			</mediaobject>
+		</figure>
 		<para>
 			The default setup for a left recorded channel is for "full left" panning, meaning that 100% of the output level is output to the left output channel.  An audio engineer might adjust this so that 80% of the recorded channel's level is output to the left output channel, and 20% of the level is output to the right output channel.  An audio engineer might make the left recorded channel sound like it is in front of the listener by setting the panner to "center," meaning that 50% of the output level is output to both the left and right output channels.
 		</para>
 		<para>
 			Balance is sometimes confused with panning, even on commercially-available audio equipment.  Adjusting the <firstterm>balance</firstterm> changes the volume level of the output channels, without redirecting the recorded signal.  The default setting for balance is "center," meaning 0% change to the volume level.  As you adjust the dial from "center" toward the "full left" setting, the volume level of the right output channel is decreased, and the volume level of the left output channel remains constant.  As you adjust the dial from "center" toward the "full right" setting, the volume level of the left output channel is decreased, and the volume level of the right output channel remains constant.  If you set the dial to "20% left," the audio equipment would reduce the volume level of the right output channel by 20%, increasing the perceived loudness of the left output channel by approximately 20%.
 		</para>
+		<figure id="balance"><title>Balance</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/balance.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						The right output channel silenced (balance full left), the left and right channels at equal volume (balance centered), the left output channel silenced (balance full right).
+					</para>
+				</textobject>
+			</mediaobject>
+		</figure>
 		<para>
 			You should adjust the balance so that you perceive both speakers as equally loud.  Balance compensates for poorly set up listening environments, where the speakers are not equal distances from the listener.  If the left speaker is closer to you than the right speaker, you can adjust the balance to the right, which decreases the volume level of the left speaker.  This is not an ideal solution, but sometimes it is impossible or impractical to set up your speakers correctly.  You should adjust the balance only at final playback.
 		</para>
@@ -120,13 +153,27 @@
 	<section id="sect-Musicians_Guide-Vocabulary-Routing_and_Multiplexing">
 		<title>Routing and Multiplexing</title>
 		<para>
-			<inlinemediaobject><imageobject>
-			<!-- [[File:FMG-routing_and_multiplexing.png|200px|left|Illustration of routing and multiplexing in the "Connections" window of the <application>QjackCtl</application> interface.]] -->
-			<!-- [[FMG-routing_and_multiplexing.xcf]] -->
-			<imagedata fileref="./images/FMG-routing_and_multiplexing.png" format="PNG" />
-			</imageobject></inlinemediaobject>
-			<firstterm>Routing</firstterm> audio transmits a signal from one place to another - between applications, between parts of applications, or between devices.  On Linux systems, the <systemitem>JACK Audio Connection Kit</systemitem> is used for audio routing.  <systemitem>JACK</systemitem>-aware applications (and <systemitem>PulseAudio</systemitem> ones, if so configured) provide inputs and outputs to the <systemitem>JACK</systemitem> server, depending on their configuration.  The <application>QjackCtl</application> application can adjust the default connections.  You can easily reroute the output of a program like FluidSynth so that it can be recorded by <application>Ardour</application>, for example, by using <application>QjackCtl</application>.
-		</para>
+			<firstterm>Routing</firstterm> audio transmits a signal from one place to another — between applications, between parts of applications, or between devices.  On Linux systems, the <systemitem>JACK Audio Connection Kit</systemitem> is used for audio routing.  <systemitem>JACK</systemitem>-aware applications (and <systemitem>PulseAudio</systemitem> ones, if so configured) provide inputs and outputs to the <systemitem>JACK</systemitem> server, depending on their configuration.  The <application>QjackCtl</application> application can adjust the default connections.  You can easily reroute the output of a program like FluidSynth so that it can be recorded by <application>Ardour</application>, for example, by using <application>QjackCtl</application>.
+		</para>
+		<figure id="routing"><title>Routing and multiplexing</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/routing_and_multiplexing.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						Illustration of routing and multiplexing in the <guilabel>Connections</guilabel> window of the <application>QjackCtl</application> interface.
+					</para>
+				</textobject>
+				<caption>
+					<itemizedlist>
+						<listitem><para>Master bus inputs accept multiplexed audio from many sources.</para></listitem>
+						<listitem><para>Master bus outputs routed to system playback inputs.</para></listitem>
+					</itemizedlist>
+				</caption>
+			</mediaobject>
+		</figure>
+		
 		<para>
 			<firstterm>Multiplexing</firstterm> allows you to connect multiple devices and applications to a single input or output.  <application>QjackCtl</application> allows you to easily perform multiplexing.  This may not seem important, but remember that only one connection is possible with a physical device like an audio interface.  Before computers were used for music production, multiplexing required physical devices to split or combine the signals.
 		</para>
diff --git a/en-US/Digital_Audio_Workstations.xml b/en-US/Digital_Audio_Workstations.xml
index 59cb503..ec3d075 100644
--- a/en-US/Digital_Audio_Workstations.xml
+++ b/en-US/Digital_Audio_Workstations.xml
@@ -103,6 +103,18 @@
          <para>
 				Typically, one session is used to hold an entire recording session; it is broken up into individual songs or movements after recording.  Sometimes, as in the tutorial examples with the Musicians' Guide, one session holds only one song or movement.  There is no strict rule as to how much music should be held within one session, so your personal preference can determine what you do here.
 		   </para>
+		   <figure id="ardour_session"><title>A session in Ardour</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/Ardour-Session.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						A session in Ardour, containing multiple instrumental tracks.
+					</para>
+				</textobject>
+			</mediaobject>
+		</figure>
 	   </section>
 	
 	   <section id="sect-Musicians_Guide-Track_and_Multitrack">
@@ -110,6 +122,18 @@
 		   <para>
 				A <firstterm>track</firstterm> represents one channel, or a predetermined collection of simultaneous, inseparable channels (as is often the case with stereo audio).  In the DAW's main window, tracks are usually represented as rows, whereas time is represented by columns.  A track may hold multiple regions, but usually only one of those regions can be heard at a time.  The <firstterm>multitrack</firstterm> capability of modern software-based DAWs is one of the reasons for their success.  Although each individual track can play only one region at a time, the use of multiple tracks allows the DAW's outputted audio to contain a virtually unlimited number of simultaneous regions.  The most powerful aspect of this is that audio does not have to be recorded simultaneously in order to be played back simultaneously; you could sing a duet with yourself, for example.
 		   </para>
+		   <figure id="ardour_track"><title>A track in Ardour</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/Ardour-Track.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						A track in Ardour, containing a single region amid a period of silence during which this instrument is not heard.
+					</para>
+				</textobject>
+			</mediaobject>
+		</figure>
 	   </section>
 	
 	   <section id="sect-Musicians_Guide-Region_Clip_Segment">
@@ -125,15 +149,18 @@
 				<listitem><para><application>Rosegarden</application> calls them "segments."</para></listitem>
 				</itemizedlist>
 		   </para>
-	   </section>
-	
-	   <section id="sect-Musicians_Guide-Session_Track_Region">
-		   <title>Relationship of Session, Track, and Region</title>
-		   <mediaobject><imageobject>
-			<!-- [[File:Ardour-session_track_region.xcf]] -->
-			<!-- [[File:Ardour-session_track_region.png|200px|left|Session, Track, and Region in Ardour.]] -->
-			<imagedata fileref="./images/Ardour-session_track_region.png" format="PNG" />
-			</imageobject></mediaobject>
+		   <figure id="ardour_region"><title>A region in Ardour</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/Ardour-Region.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						A region in Ardour.
+					</para>
+				</textobject>
+			</mediaobject>
+		</figure>
 	   </section>
 	
 	   <section id="sect-Musicians_Guide-Transport_and_Playhead">
@@ -169,94 +196,152 @@
 		</para>
 	
 	   <section id="sect-Musicians_Guide-Messages_Pane">
-		   <title>"Messages" Pane</title>
-		   <para>
-			   <inlinemediaobject><imageobject>
-				<!-- [[File:Qtractor-interface-messages.png|300px|"Messages" Pane]] -->
-				<imagedata fileref="./images/Qtractor-interface-messages.png" format="PNG" />
-				</imageobject></inlinemediaobject>
-			</para>
+		   <title>Messages Pane</title>
+		<figure id="qtractor_messages"><title>The Qtractor messages pane</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/Qtractor-interface-messages.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						The messages pane at the bottom of the Qtractor window.
+					</para>
+				</textobject>
+			</mediaobject>
+		</figure>
+
 			<para>
-			   The "messages" pane, shown in the above diagram, contains messages produced by the DAW, and sometimes messages produced by software used by the DAW, such as <systemitem>JACK</systemitem>.  If an error occurs, or if the DAW does not perform as expected, you should check the "messages" pane for information that may help you to get the desired results.  The "messages" pane can also be used to determine whether <systemitem>JACK</systemitem> and the DAW were started successfully, with the options you prefer.
+			   The <guilabel>messages</guilabel> pane, shown in <xref linkend="qtractor_messages"/>, contains messages produced by the DAW, and sometimes messages produced by software used by the DAW, such as <systemitem>JACK</systemitem>.  If an error occurs, or if the DAW does not perform as expected, you should check the <guilabel>messages</guilabel> pane for information that may help you to get the desired results.  The <guilabel>messages</guilabel> pane can also be used to determine whether <systemitem>JACK</systemitem> and the DAW were started successfully, with the options you prefer.
 		   </para>
 	   </section>
 	
 	   <section id="sect-Musicians_Guide-DAW_Clock">
 		   <title>Clock</title>
+		<figure id="qtractor_clocks"><title>The Qtractor clock</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/Qtractor-interface-clocks.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						The clock in the Qtractor window.
+					</para>
+				</textobject>
+			</mediaobject>
+		</figure>
 		   <para>
-				<inlinemediaobject><imageobject>
-				<!-- [[File:Qtractor-interface-clocks.png|300px|Clock]] -->
-				<imagedata fileref="./images/Qtractor-interface-clocks.png" format="PNG" />
-				</imageobject></inlinemediaobject>
-			</para>
-		   <para>
-				The clock shows the current place in the file, as indicated by the transport.  In the image, you can see that the transport is at the beginning of the session, so the clock indicates "0".  This clock is configured to show time in minutes and seconds, so it is a "time clock."  Other possible settings for clocks are to show BBT (bars, beats, and ticks - a "MIDI clock"), samples (a "sample clock"), or an SMPTE timecode (used for high-precision synchronization, usually with video - a "timecode clock").  Some DAWs allow the use of multiple clocks simultaneously.
+				The clock shows the current place in the file, as indicated by the transport.  In <xref linkend="qtractor_clocks"/>, you can see that the transport is at the beginning of the session, so the clock indicates <literal>0</literal>.  This clock is configured to show time in minutes and seconds, so it is a <firstterm>time clock</firstterm>.  Other possible settings for clocks are to show <firstterm>BBT</firstterm> (bars, beats, and ticks — a <firstterm>MIDI clock</firstterm>), samples (a <firstterm>sample clock</firstterm>), or an <firstterm>SMPTE timecode</firstterm> (used for high-precision synchronization, usually with video — a <firstterm>timecode clock</firstterm>).  Some DAWs allow the use of multiple clocks simultaneously.
          </para>
          <para>
-				Note that this particular time clock in "Qtractor" also offers information about the MIDI tempo and metre (120.0 beats per minute, and 4/4 metre), along with a quantization setting for MIDI recording.
+				Note that this particular time clock in <application>Qtractor</application> also offers information about the MIDI tempo and metre (120.0 beats per minute, and 4/4 metre), along with a quantization setting for MIDI recording.
 		   </para>
 	   </section>
 	
 	   <section id="sect-Musicians_Guide-Track_Info_Pane">
-		   <title>"Track Info" Pane</title>
+		   <title>Track Info Pane</title>
+		   <figure id="qtractor_track_info"><title>The Qtractor track info pane</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/Qtractor-interface-track_info.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						The track info pane in the Qtractor window.
+					</para>
+				</textobject>
+				<caption>
+					<para>
+						The track info pane: note a separate track info space for each of the two tracks that appear in the pane to the right.
+					</para>
+				</caption>
+			</mediaobject>
+		</figure>
+		
 		   <para>
-				<inlinemediaobject><imageobject>
-				<!-- [[File:Qtractor-interface-track_info.png|300px|"Track Info" Pane]] -->
-				<imagedata fileref="./images/Qtractor-interface-track_info.png" format="PNG" />
-				</imageobject></inlinemediaobject>
-			</para>
-		   <para>
-				The "track info" pane contains information and settings for each track and bus in the session.  Here, you can usually adjust settings like the routing of a track's or bus' input and output routing, the instrument, bank, program, and channel of MIDI tracks, and the three buttons shown on this image: "R" for "arm to record," "M" for "mute/silence track's output," and "S" for "solo mode," where only the selected tracks and busses are heard.
+				The <firstterm>track info</firstterm> pane contains information and settings for each track and bus in the session.  Here, you can usually adjust settings like the routing of a track's or bus' input and output routing, the instrument, bank, program, and channel of MIDI tracks, and the three buttons shown in <xref linkend="qtractor_track_info"/>: <guibutton>R</guibutton> for "arm to record," <guibutton>M</guibutton> for "mute/silence track's output," and <guibutton>S</guibutton> for "solo mode," where only the selected tracks and busses are heard.
          </para>
          <para>
-				The information provided, and the layout of buttons, can change dramatically between DAWs, but they all offer the same basic functionality.  Often, right-clicking on a track info box will give access to extended configuration options.  Left-clicking on a portion of the track info box that is not a button allows you to select a track without selecting a particular moment in "track" pane.
+				The information provided, and the layout of buttons, can change dramatically between DAWs, but they all offer the same basic functionality.  Often, right-clicking on a track info box will give access to extended configuration options.  Left-clicking on a portion of the track info box that is not a button allows you to select a track without selecting a particular moment in <firstterm>track pane</firstterm>.
 		   </para>
 		   <para>
-			   The "track info" pane does not scroll out of view as the "track" pane is adjusted, but is independent.
+			   The track info pane does not scroll out of view as the track pane is adjusted, but is independent.
 		   </para>
 	   </section>
 	
 	   <section id="sect-Musicians_Guide-Track_Pane">
-		   <title>"Track" Pane</title>
-		   <para>
-				<inlinemediaobject><imageobject>
-				<!-- [[File:Qtractor-interface-track.png|300px|"Track" Pane]] -->
-				<imagedata fileref="./images/Qtractor-interface-track.png" format="PNG" />
-				</imageobject></inlinemediaobject>
-			</para>
+		   <title>Track Pane</title>
+		    <figure id="qtractor_track"><title>The Qtractor track pane</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/Qtractor-interface-track.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						The track pane in the Qtractor window.
+					</para>
+				</textobject>
+				<caption>
+					<orderedlist>
+						<listitem><para>The <firstterm>ruler</firstterm>, set here to <firstterm>BBT</firstterm> (bars, beats, ticks).</para></listitem>
+						<listitem><para>Two tracks, presented as graphical representations. The horizontal axis repesents time.</para></listitem>
+						<listitem><para>A MIDI <firstterm>clip</firstterm> (known as a <firstterm>region</firstterm> in other applications)</para></listitem>
+						<listitem><para>An audio <firstterm>clip</firstterm> (known as a <firstterm>region</firstterm> in other applications)</para></listitem>
+						<listitem><para>Scrollbar for the track pane; note that this pane scrolls independently.</para></listitem>
+					</orderedlist>
+				</caption>
+			</mediaobject>
+		</figure> 
+		
 		   <para>
-				The "track" pane is the main workspace in a DAW.  It shows regions (also called "clips") with a rough overview of the audio wave-form or MIDI notes, allows you to adjust the starting-time and length of regions, and also allows you to assign or re-assign a region to a track.  The "track" pane shows the transport as a vertical line; in this image it is the left-most red line in the "track" pane.
+				The <firstterm>track pane</firstterm> is the main workspace in a DAW.  It shows <firstterm>regions</firstterm> (also called <firstterm>clips</firstterm>) with a rough overview of the audio wave-form or MIDI notes, allows you to adjust the starting-time and length of regions, and also allows you to assign or re-assign a region to a track.  The track pane shows the transport as a vertical line; in <xref linkend="qtractor_track"/> it is the left-most red line in the track pane.
          </para>
          <para>
-				Scrolling the "track" pane horizontally allows you to view the regions throughout the session.  The left-most point is the start of the session; the right-most point is after the end of the session.  Most DAWs allow you to scroll well beyond the end of the session.  Scrolling vertically in the "track" pane allows you to view the regions and tracks in a particular time range.
+				Scrolling the track pane horizontally allows you to view the regions throughout the session.  The left-most point is the start of the session; the right-most point is after the end of the session.  Most DAWs allow you to scroll well beyond the end of the session.  Scrolling vertically in the track pane allows you to view the regions and tracks in a particular time range.
 		   </para>
 	   </section>
 	
 	   <section id="sect-Musicians_Guide-DAW_Transport_Controls">
 		   <title>Transport Controls</title>
-		   <para>
-				<inlinemediaobject><imageobject>
-				<!-- [[File:Qtractor-interface-transport.png|300px|Transport Controls]] -->
-				<imagedata fileref="./images/Qtractor-interface-transport.png" format="PNG" />
-				</imageobject></inlinemediaobject>
-			</para>
+		   <figure id="qtractor_transport"><title>The Qtractor transport controls</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/Qtractor-interface-transport.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						The transport controls in the Qtractor window.
+					</para>
+				</textobject>
+				<caption>
+					<orderedlist>
+						<listitem><para>Transport skip to beginning</para></listitem>
+						<listitem><para>Transport fast reverse</para></listitem>
+						<listitem><para>Transport fast forward</para></listitem>
+						<listitem><para>Transport skip to end</para></listitem>
+						<listitem><para>Transport forward at real time</para></listitem>
+						<listitem><para>Arm for recording</para></listitem>
+					</orderedlist>
+				</caption>
+			</mediaobject>
+		</figure> 
+
 		   <para>
 			   The transport controls allow you to manipulate the transport in various ways.  The shape of the buttons is somewhat standardized; a similar-looking button will usually perform the same function in all DAWs, as well as in consumer electronic devices like CD players and DVD players.
          </para>
          <para>
-				The single, left-pointing arrow with a vertical line will move the transport to the start of the session, without playing or recording any material.  In <application>Qtractor</application>, if there is a blue place-marker between the transport and the start of the session, the transport will skip to the blue place-marker.  You can press the button again if you wish to skip to the next blue place-marker or the beginning of the session.
+				The single, left-pointing arrow with a vertical line will move the transport to the start of the session, without playing or recording any material.  In <application>Qtractor</application>, if there is a blue place-marker between the transport and the start of the session, the transport will skip to the blue place-marker.  Press the button again to the next blue place-marker or the beginning of the session.
          </para>
          <para>
 				The double left-pointing arrows move the transport in fast motion, towards the start of the session.  The double right-pointing arrows move the transport in fast motion, towards the end of the session.
          </para>
          <para>
-				The single, right-pointing arrow with a vertical line will move the transport to the end of the last region currently in a session.  In <application>Qtractor</application>, if there is a blue place-marker between the transport and the end of the last region in the session, the transport will skip to the blue place-marker.  You can press the button again if you wish to skip to the next blue place-marker or the end of the last region in the session.
+				The single, right-pointing arrow with a vertical line will move the transport to the end of the last region currently in a session.  In <application>Qtractor</application>, if there is a blue place-marker between the transport and the end of the last region in the session, the transport will skip to the blue place-marker.  Press the button again to skip to the next blue place-marker or the end of the last region in the session.
          </para>
          <para>
 				The single, right-pointing arrow is commonly called "play," but it actually moves the transport forward in real-time.  When it does this, if the transport is armed for recording, any armed tracks will record.  Whether or not the transport is armed, pressing the "play" button causes all un-armed tracks to play all existing regions.
          </para>
          <para>
-				The circular button arms the transport for recording.  It is conventionally red in colour.  In <application>Qtractor</application>, the transport can only be armed <emphasis>after</emphasis> at least one track has been armed; to show this, the transport's "arm" button only turns red if a track is armed.
+				The circular button arms the transport for recording.  It is conventionally red in colour.  In <application>Qtractor</application>, the transport can only be armed <emphasis>after</emphasis> at least one track has been armed; to show this, the transport's arm button only turns red if a track is armed.
 		   </para>
 	   </section>
 	</section>
diff --git a/en-US/Planet_CCRMA_at_Home.xml b/en-US/Planet_CCRMA_at_Home.xml
index 6393bfe..d64377b 100644
--- a/en-US/Planet_CCRMA_at_Home.xml
+++ b/en-US/Planet_CCRMA_at_Home.xml
@@ -87,18 +87,20 @@
 		</para>
 		<section id="sect-Musicians_Guide-CCRMA_Installing_Repository">
 			<title>Installing the Planet CCRMA at Home Repositories</title>
-			<para>
-				The following steps will install the Planet CCRMA at Home repository, intended only for Fedora Linux-based computers.
-				<orderedlist>
-				<listitem><para>Update your computer with PackageKit, KPackageKit.</para></listitem>
-				<listitem><para>You will have to use a terminal window for the next portion.</para></listitem>
-				<listitem><para>Run the following commands: <command>su -c 'rpm -Uvh http://ccrma.stanford.edu/planetccrma/mirror/fedora/linux/planetccrma/13/i386/planetccrma-repo-1.1-2.fc13.ccrma.noarch.rpm'</command>  This works for all versions of Fedora, whether 32-bit and 64-bit</para></listitem>
-				<listitem><para>Update your computer again.</para></listitem>
-				<listitem><para>You may receive a warning that the RPM database was altered outside of "yum".  This is normal.</para></listitem>
-				<listitem><para>Your repository definition will automatically be updated.</para></listitem>
-				<listitem><para>Some packages are available from Fedora repositories in addition to other repositories (like Planet CCRMA at Home).  If the Planet CCRMA repository has a newer version of something than the other repositories that you have installed, then the Planet CCRMA version will be installed at this point.</para></listitem>
-				</orderedlist>
-			</para>
+			<procedure>
+				<para>
+					The following steps will install the Planet CCRMA at Home repository, intended only for Fedora Linux-based computers.
+				</para>
+				<step><para>Update your computer with PackageKit, KPackageKit.</para></step>
+				<step><para>Run the following command in a terminal window:</para>
+<screen><command>su -c 'rpm -Uvh http://ccrma.stanford.edu/planetccrma/mirror/fedora/linux/\</command>
+<command>planetccrma/13/i386/planetccrma-repo-1.1-2.fc13.ccrma.noarch.rpm</command></screen>
+				<para>This works for all versions of Fedora, whether 32-bit and 64-bit. Note that the command is a single line, broken here for presentation purposes.</para></step>
+				<step><para>Update your computer again.</para></step>
+				<step><para>You may receive a warning that the RPM database was altered outside of "yum".  This is normal.</para></step>
+				<step><para>Your repository definition will automatically be updated.</para></step>
+				<step><para>Some packages are available from Fedora repositories in addition to other repositories (like Planet CCRMA at Home).  If the Planet CCRMA repository has a newer version of something than the other repositories that you have installed, then the Planet CCRMA version will be installed at this point.</para></step>
+			</procedure>
 			<para>
 				Although it is necessary to use the <command>rpm</command> program directly, all other Planet CCRMA software can be installed through <command>yum</command>, like all other applications.  Here is an explanation of the command-line options used above:
 				<itemizedlist>
diff --git a/en-US/Sound_Cards.xml b/en-US/Sound_Cards.xml
index 2306d9d..f1ba4e1 100644
--- a/en-US/Sound_Cards.xml
+++ b/en-US/Sound_Cards.xml
@@ -89,12 +89,29 @@
 	
 	<section id="sect-Musicians_Guide-Sample_Rate_and_Sample_Format">
 		<title>Sample, Sample Rate, Sample Format, and Bit Rate</title>
-		<mediaobject><imageobject>
-			<!-- [https://fedoraproject.org/wiki/File:FMG-PCM_from_Wikipedia.svg] -->
-			<imagedata fileref="./images/FMG-PCM_from_Wikipedia.svg" format="SVG" />
-			</imageobject></mediaobject>
+		
+		<para>
+			The primary function of audio interfaces is to convert signals between analog and digital formats.  As mentioned earlier, real sound has an infinite possibility of pitches, volumes, and durations.  Computers cannot process infinite information, so the audio signal must be converted before they can use it.
+		</para>
+		<figure id="waveform"><title>A waveform approximated by computer</title>
+			<mediaobject>
+				<imageobject>
+					<imagedata fileref="./images/sample-graph.png" format="PNG" />
+				</imageobject>
+				<textobject>
+					<para>
+						A smooth, continuous waveform approximated by discrete steps.
+					</para>
+				</textobject>
+				<caption>
+					<para>
+						source: <filename>pcm.svg</filename>, available from <ulink url="http://commons.wikimedia.org/wiki/File:Pcm.svg"/>
+					</para>
+				</caption>
+			</mediaobject>
+		</figure>
 		<para>
-			The primary function of audio interfaces is to convert signals between analog and digital formats.  As mentioned earlier, real sound has an infinite possibility of pitches, volumes, and durations.  Computers cannot process infinite information, so the audio signal must be converted before they can use it.  This diagram above illustrates the situation.  The red wave shape represents a sound wave that could be produced by a singer or an acoustic instrument.  The gradual change of the red wave cannot be processed by a computer, which must use an approximation, represented by the gray, shaded area of the diagram.  This diagram is an exaggerated example, and it does not represent a real recording.
+			The diagram in <xref linkend="waveform"/> illustrates the situation.  The red wave shape represents a sound wave that could be produced by a singer or an acoustic instrument.  The gradual change of the red wave cannot be processed by a computer, which must use an approximation, represented by the gray, shaded area of the diagram.  This diagram is an exaggerated example, and it does not represent a real recording.
 		</para>
 		<para>
 			The conversion between analog and digital signals distinguishes low-quality and high-quality audio interfaces.  The sample rate and sample format control the amount of audio information that is stored by the computer.  The greater the amount of information stored, the better the audio interface can approximate the original signal from the microphone.  The possible sample rates and sample formats only partially determine the quality of the sound captured or produced by an audio interface.  For example, an audio interface integrated into a motherboard may be capable of a 24-bit sample format and 192&nbsp;kHz sample rate, but a professional-level, FireWire-connected audio interface capable of a 16-bit sample format and 44.1&nbsp;kHz sample rate may sound better.


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