Yeah, that totally exists and though I didnt dive into the ardour manual I’d bet my roll it has a tool native to the DAW. And if it doesnt there are vst plugins that do it.
Here’s the Coxcomb Red set to the lowest, highest, and medium…est settings:
I did it manually for because there are even fewer cuts than that and once you get the hang of it the workflow is smoother.
For example, with the crossroads duel each cut was right the first time after I adjusted the grid to fit the existing tempo. Because,
nah Vai’s a pro, hes a metronome lol, it was me who calculated the tempo roughly, where I settled on like 145 as opposed to like 144.932 etc. Basically imperceptible and just a result of already having cut the sample and placing it on the grid.
But, you can do that, stretch the samples, though sometimes this will noticeably color the audio and I only do it when I want that color for artistic effect.
The actual fat-cats-dont-want-you-to-know method is erring on the slower side where the audio is falling behind the beat, so you shift the hits forward and the clip before crashes into the next. We’re just cutting a bit of sustain from whatever is just before. Here’s the Coxcomb Red image again, laid out differently:
It’s set so when the subsequent clip starts the clip playing ends, so the green part isnt being played even though its showing on the grid (we can have them play overlapped if we wanted but that’s separate).
You’ll note that this is the same as if I cut the previous clip with no regard for artifacts at the end,
but, 1, an artifact at the end will be masked by the incoming transient and, 2, the funny thing is super audible ones are rarer than not. One realizes this if they’re working with something liike post-rock-glitch and they, say, want to cut an acoustic guitar in weird spots so it produces the percussive artifacts; one would have to actively search for them. Plugins exist that cut the audio in ‘wrong’ spots intentionally, to give you an idea.