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RESAMPLING · WARPING · AUTOMATION · RACKS
RESAMPLING WORKFLOW

THE RESAMPLE LOOP

Sound design is iterative. Design → record → process → record → process. Each generation adds complexity.

SynthRecord to AudioProcessBounce AgainProcess MoreFinal Sound
  1. 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.
  2. 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.
  3. Consolidate (Cmd+J) the recorded clip. Now it's a single audio file you can manipulate.
  4. Drop into Simpler/Sampler for slicing, granular, or pitched playback. Or keep as audio and process with effects.
  5. Repeat. The output of this round becomes the input of the next. Each generation = new possibilities.
Keep a "generations" folder in your project. Save Gen1, Gen2, Gen3 separately. Sometimes Gen2 was actually the sweet spot and you want to go back.
WARPING & TIME-STRETCHING

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

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 & EFFECT RACKS

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.

Save your racks as presets. Build a personal library of "NULL DELTA Bass Rack", "ND Parallel Krush", etc. Your signature processing, one drag-and-drop away.
SIMPLER & SAMPLER DEEP DIVE

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.