THE RESAMPLE LOOP
Sound design is iterative. Design → record → process → record → process. Each generation adds complexity.
- Set up a resampling track: New audio track, input set to Resampling. This captures the master output. Alternatively, route a specific track's output to the recorder.
- Arm and record while your synth plays. Automate parameters in real-time — filter sweeps, LFO rates, wavetable position. Capture the PERFORMANCE, not just the sound.
- Consolidate (Cmd+J) the recorded clip. Now it's a single audio file you can manipulate.
- Drop into Simpler/Sampler for slicing, granular, or pitched playback. Or keep as audio and process with effects.
- Repeat. The output of this round becomes the input of the next. Each generation = new possibilities.
WARP MODES
Beats: Best for drums and percussion. Preserves transients.
Tones: Monophonic melodic material. Bass, vocals, leads.
Texture: Polyphonic or complex material. Pads, atmospheric, noise.
Re-Pitch: Like a record player — tempo change = pitch change. Use for vinyl/tape effects.
Complex / Complex Pro: Best quality for full mixes. CPU heavy. Use for reference tracks or stems.
CREATIVE WARPING
Extreme stretching: Take a 1-second hit, warp it to 8 bars. Texture mode = granular clouds. Tones mode = smeared drones.
Warp markers as glitch tool: Place warp markers at random points. Drag them to create stutter, skip, and glitch effects on audio.
Reverse + Warp: Reverse audio (Rev button in clip view), then warp-stretch. Reversed textures at any tempo.
Half-speed trick: Set segment BPM to half your project tempo. Audio plays at half speed = pitched down one octave. Free instant sub content.
AUTOMATION ESSENTIALS
Automate EVERYTHING that changes over time. If a parameter is static for the entire track, it's a missed opportunity.
Minimum automation per track: Volume (arrangement dynamics), Filter cutoff (timbral movement), Send amounts (space/depth changes).
Draw vs Record: Draw automation for precision (breakpoints, exact curves). Record automation for feel (ride faders in real-time, then clean up).
MACRO-LEVEL AUTOMATION
Think in terms of the whole arrangement:
Intro: Filters opening slowly, reverb tails long, elements entering one at a time.
Build: HP filter sweeping up, removing bass, increasing tension. Hat velocity ramping.
Drop: Everything full blast. Sidechain pumping. Distortion sends cranked.
Breakdown: Strip back. Increase reverb wet. Widen stereo. Create contrast.
MICRO-LEVEL AUTOMATION
Think within individual phrases (4-8 bars):
Filter wobble: LFO-style cutoff movement on synths.
Volume swells: Gradual volume increases into downbeats.
Pan movement: Subtle stereo shifts on hats, textures, FX.
Send rides: More reverb/delay on specific hits for emphasis.
INSTRUMENT RACKS
Layer synths: Multiple synths in one rack, split by key zone or velocity. Low velocity = soft pad, high velocity = aggressive lead.
Macro mapping: Map critical parameters from ALL contained instruments to 8 macros. One knob controls multiple parameters across multiple synths.
Chain selector: Automate which chain plays. Beat 1 = bass sound A, Beat 2 = bass sound B. Instant variety without separate tracks.
EFFECT RACKS
Parallel processing: Create an Audio Effect Rack with two chains — one dry, one wet with effects. Blend with the chain volume faders.
Multiband processing: Three chains, each with an EQ Eight isolating low/mid/high. Process each band differently. DIY multiband distortion.
Dry/Wet macro: Map both chain volumes to one macro inversely. 0% = all dry, 100% = all wet, 50% = equal blend.
SIMPLER MODES
Classic: One-shot or looped playback. Use for melodic samples, one-shots, simple instruments.
1-Shot: Plays through regardless of note length. Use for drums, hits, stabs.
Slice: Chops audio at transients. Each slice = different MIDI note. Use for breaks, loops, resampled material.
SIMPLER TEXTURE MODE
Hidden granular engine. Drop ANY audio in, switch to Texture mode:
Grain Size: Small (10-30ms) = glitchy. Large (200-500ms) = smooth clouds.
Flux: Randomizes grain playback position. Higher = more chaotic.
Spray: Widens the grain trigger point. 0 = precise, 100 = fully random.
This is a full granular synth hiding inside a "simple" sampler.