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Meet your recording workspace
Recording studio is our flagship recording feature: a focused desktop workspace for building complete marimba arrangements with drums, recorded audio, precise event editing and a finished stereo mix. It is designed for professionals, and anyone can use it.
- 1Project bar
Session name, audio status, Commands and Export mix.
- 2Transport
Playback, record, position, tempo and performance controls.
- 3View tabs
Arrange, Note Editor and Mixer.
- 4Track headers
Select the part, choose live input, mute, solo, level and pan.
- 5Arrangement
Regions, musical events, markers and playhead.
- 6Instrument panel
Play the selected marimba or program its drum machine.
FEATURE GUIDEAccess, devices and subscriptions
An active Ultimate subscription is required to open Recording studio. The guide and example recording can be explored before you enter.
How to use it
- Open Recording studio on a laptop or desktop computer.
- Sign in to your Marimba Studio profile with an active Ultimate subscription.
- Wait for the access check and audio preparation, then choose or create a session.
- Click a playback or instrument control to enable browser audio when needed.
Controls explained
- Ultimate subscription
- Unlocks the recording workspace through your signed-in profile.
- Login / View Plans / Retry
- The access screen provides sign-in, subscription information and another access-check attempt.
How it works
Basic, Premium and Free plans do not unlock this recording feature.
The Rumble Points economy is not integrated into this professional software.
Use a modern desktop browser with Web Audio support. MIDI requires Web MIDI support; microphone input requires browser permission and a secure connection, including localhost during local review.
The recording workspace currently displays a desktop-only notice on small/mobile layouts. This guide remains readable on mobile.
FEATURE GUIDEArrange, Note Editor and Mixer
Three views share the same session. Choose the view that matches the work you are doing.
How to use it
- Use Arrange to lay out the song and play the selected instrument.
- Select a region, then choose Note Editor to change individual strikes or inspect an audio region.
- Choose Mixer to balance the ensemble and reach each track’s effects.
- Use Commands to find actions without searching through menus.
Controls explained
- Arrange
- Timeline plus the selected marimba, drum machine or audio controls.
- Note Editor
- Event timing, pitch, velocity and region properties; audio tracks show an audio inspector.
- Mixer
- Track levels, stereo positions, mute, solo and effects access.
- Controls
- Performance and playback options such as count-in, snap, looping, speed and master level.
- Tools
- Session management, templates, audio/MIDI setup, imports, export and other production dialogs.
How it works
The project bar contains your session title, audio-health indicator, Commands and Export mix.
The transport contains playback, recording, position, BPM, meter, Controls and Tools.
The track list and timeline show the arrangement. The lower panel changes with the selected view and track type.
The status strip shows context such as selected track, note count and useful shortcuts.
Your first complete recording
Start with a short four-part arrangement. Keep each musical role on its own track so you can edit and mix it independently.
FEATURE GUIDEFrom an empty session to a finished song
Build the rhythm section first, add harmony and melody, then refine the performance and export the result.
How to use it
- Create a named session. In Commands, choose “Create an empty drums / bass / tenor / alto session” for a ready-made four-part layout.
- Set BPM and time signature before recording. Enable the metronome and count-in if you want a clear entrance.
- Select the Drum Machine. Load a starter groove or program steps, then use Add pattern region to place fixed drum events on the timeline. Turn Live pattern off when you want only the committed region to play.
- Select Bass, return to the start and record a foundation. Stop and review it against the drums.
- Select Tenor and record chords or a supporting pattern. Select Alto and record the melody.
- Use the Note Editor to adjust a few strikes, velocities or chords. Select the notes you mean to change before applying a command.
- Balance the tracks in Mixer, add suitable effects and listen to the complete arrangement.
- Save the session, download a Project backup, then Export mix to create a listening copy.
How it works
Only the selected live input track receives the next virtual-instrument performance. Record ensemble parts in separate passes.
A session preserves editable material in this browser. A project backup is a portable editable file; WAV is the rendered sound.
The Morning Light audio on this page is an original four-part example containing drums, Bass, Tenor chords and Alto melody. The in-studio complete demo adds a fifth Alto counterline.
FEATURE GUIDEExplore Morning Light inside the studio
The complete demo is a musical session you can inspect, edit and use to learn the workspace.
How to use it
- Save your current session and download a backup if you want to preserve a separate copy.
- Choose Demo song, or search Commands for Morning Light.
- Inspect the five named tracks and section markers.
- Open the Alto region in Note Editor, then compare the Tenor chord part and the Bass foundation.
- Use Mixer to hear how level, stereo placement and effects work together.
How it works
The complete studio demo has 32 bars at 108 BPM, including Intro, Theme A, Theme B, Breakdown, Final theme and Outro markers.
Its five parts are drum groove, Bass foundation, Tenor chords, Alto melody and Alto counterline.
The listening example on this page is the four-part recorded version, approximately 1 minute 16 seconds. It was recorded through the studio engine in programmed performance passes.
Opening the demo creates a dedicated demo session. Save your own edits and backups under clear names.
Sessions, templates and project storage
Keep the editable project, portable backup and listening export distinct. Each has a different job.
FEATURE GUIDECreate, open, rename and delete sessions
Sessions organise independent arrangements saved in this browser.
How to use it
- Open Tools → Sessions, or choose Create a new session from Commands.
- Enter a useful session name and choose its first instrument.
- Create the session, then use Add Track for the remaining parts.
- Open an existing session from the session list. Use its Rename action, or click the project title to rename the current session.
- Use Delete only when you want to remove that saved session; confirm the named session before continuing.
How it works
Session creation begins with Alto, Tenor, Bass or Drum Machine. Audio tracks can be added afterward.
The session list displays saved projects and their update information.
Deleting a session is confirmed and cannot be undone through arrangement history. Keep a portable backup before deleting valuable work.
Finish a recording before switching sessions. Microphone recording may need a moment to finalise.
FEATURE GUIDESave locally and keep a portable backup
Save protects your current browser session; Project backup creates an editable file you can keep elsewhere.
How to use it
- Use Save or ⌘/Ctrl S after meaningful edits and check the saved indicator.
- Choose Project backup ↓ to download the portable project file.
- Keep that file in a named project folder alongside any final mixes.
- On another browser or computer, use Import project backup as a new session and select the backup file.
Controls explained
- Save
- Stores the current session in this browser.
- Project backup
- Downloads an editable project with its audio sources.
- Import project backup
- Creates a new session from a portable project file.
- Arrangement and track report
- Downloads a human-readable overview of session and track information.
How it works
Sessions use this browser’s local storage, and imported/recorded audio sources use browser database storage. A different browser profile or device does not automatically contain these sessions.
Automatic save is a convenience; a downloaded backup protects against browser storage clearing or device changes.
Portable backups include editable arrangement information and embedded imported/recorded audio. Import creates a new session rather than overwriting a named saved session.
A profile recording is a rendered listening file. It does not replace a project backup containing editable notes and regions.
FEATURE GUIDETrack templates and session notes
Templates prepare an instrument layout; notes preserve musical directions, credits and reminders.
How to use it
- Open Tools → Templates.
- Choose a layout that matches your arrangement.
- Confirm replacement if the current arrangement already contains tracks.
- Open Notes and record the form, chord progression, instrumentation or mix decisions.
How it works
Standard Ensemble creates Bass, Tenor and Alto. Solo Alto creates one Alto. Tenor Duo creates two Tenors.
Bass Groove creates Bass and Alto. Full Band creates two each of Bass, Tenor and Alto. Start Empty clears the layout.
Applying a template replaces the current arrangement after confirmation. Arrangement Undo can restore that change.
The blank four-part ensemble command includes Drum Machine, Bass, Tenor and Alto; it differs from the three-part Standard Ensemble template.
Marimbas, instruments and track controls
Each track keeps its own musical role, colour, level, stereo position, effects and regions.
FEATURE GUIDEAlto, Tenor and Bass marimbas
Play the coloured bars with the mouse, the displayed computer keys or a connected MIDI controller.
How to use it
- Select the track you want to play.
- Check Alto, Tenor or Bass in the instrument strip.
- Use the keyboard labels above the bars, or click the bars to audition them.
- Start Record when you want those strikes captured into the selected take.
How it works
Alto has 23 sampled bars: G1 through F3 in the studio’s bar labels, including F1# and F2# and its upper extension.
Tenor has 14 sampled bars: G1 through E2, including F1#.
Bass has nine bars: C, D, E, F, G, A, B, C2 and D2.
These are the studio’s instrument labels. MIDI note mappings are listed in the MIDI section.
Changing a track’s instrument changes its available bars. Keep a duplicate or backup before converting a detailed part; pitch tools retain unsupported notes instead of inventing unavailable bars.
FEATURE GUIDETRG style, Hover, Rumble and Enhanced sound
Optional performance modes change how you strike or layer the sampled instrument.
How to use it
- Use ordinary clicking or the displayed computer keys for single strikes.
- Enable TRG style when you want supported paired-octave strikes.
- Enable Hover to trigger bars as the pointer enters them.
- Hold Shift for Rumble while playing, or use the Rumble control and its rate settings.
- Compare Enhanced sound and the track’s effects while listening at a comfortable level.
How it works
TRG uses the instrument’s partner map; it is an octave-layer performance feature, and only available partners are used.
Hover is useful for glissandi. Pointer movement can generate many strikes, so turn it off for precise clicking.
Rumble repeats strikes at the selected rate. The track effects panel sets the interval between strokes from 50 to 500 milliseconds.
Caps Lock toggles TRG, held Ctrl temporarily enables Hover, and held Shift enables Rumble where the active instrument accepts these controls.
Enhanced alternates full and softer Rumble strokes; the softer alternating stroke is 40% strength. The effects panel provides separate reverb, delay, EQ, compression, pitch and stereo controls.
FEATURE GUIDEAdd, name, colour, duplicate and order tracks
A clear track list makes complex arrangements easier to edit.
How to use it
- Click Add Track and choose the instrument or audio track type.
- Select its header to make it the active editing and input track.
- Rename and recolour it in Track Settings within the effects panel.
- Use Duplicate track with clips and effects when you want a copy for a second layer.
- Use Move track up/down commands or the track reorder control to arrange musical roles together.
How it works
Available track types are Alto, Tenor, Bass, Drum Machine, Microphone / line input and Imported audio.
Duplicating a track copies its musical material and effects. The two tracks can then be edited separately.
Removing a track changes the arrangement. Use Undo promptly if you remove the wrong part.
Use M to mute a part, S to solo it and IN to choose the live instrument. Imported backing tracks use SEL for selection. Muting and selecting input are different controls.
FEATURE GUIDELevels, pan, mute, solo and headroom
Use Mixer to give every part a useful place in the ensemble.
How to use it
- Start with all solos cleared so you hear the whole arrangement.
- Lower competing tracks before raising the melody.
- Pan parts gently left or right to create space.
- Use FX to shape individual tracks and compare their processed and bypassed sound.
- Check the master meter and listen through the loudest section before export.
Controls explained
- Track level
- Balances a part within the ensemble.
- Pan
- Positions a track in the stereo field.
- M / S
- Mute or solo the track during ordinary monitoring/playback.
- FX
- Opens detailed sound shaping for this track.
- Master meter
- Shows the combined output activity.
How it works
Track faders change the track level; master volume controls the overall listening output.
When any track is soloed, ordinary playback is limited to the soloed set. Mute remains a separate track state.
Commands provide exact track level changes, fixed pan positions, centre-all, ensemble stereo spread and a 3 dB reduction of every track for headroom.
WAV export has an explicit track checklist. Check that selection carefully rather than assuming it reproduces your current solo audition.
Leave enough headroom for layered chords and drum transients. A louder mix is not automatically a clearer mix.
Recording a performance
Recording studio records marimba and drum strikes as editable note events, and microphone or line-input performances as waveform regions. Start by choosing the track that should receive your next performance.
FEATURE GUIDEChoose the live input track
The selected track is the destination for on-screen playing, computer-keyboard playing and incoming MIDI. Its IN button identifies the live recording channel.
How to use it
- Select a track header, or click its IN button, before you begin.
- Check the instrument name in the lower panel and play a short test phrase.
- Set the playhead to the point where this part should begin.
- Record one part, stop, then select another track to build the next layer.
Controls explained
- Track IN
- Selects that track as the live input and recording destination.
- Track M
- Mutes the track in monitoring and ordinary playback.
- Track S
- Makes soloed tracks the audible set when one or more solos are active.
How it works
Recording uses one selected live input track at a time. Selecting several IN buttons does not create a simultaneous multi-input recorder.
The arrangement on other tracks can play while you record the selected part. Mute, solo and track level affect what you hear.
A muted recording track can still receive note events, but its live sound is suppressed. Check M and S if a selected instrument appears silent.
Changing the selected recording track, switching its instrument or editing the arrangement is restricted while recording or preparing a recording. Finish the take before making those changes.
FEATURE GUIDEStart, finish and review a take
Record prepares the required audio and optionally counts you in before capturing your performance.
How to use it
- Choose the intended track and starting playhead position.
- Open Controls and decide whether 1-2-3-4 should provide a count-in.
- Click the round Record button. Allow any sample-loading or microphone-permission preparation to finish.
- Play after the count-in ends and the recording state becomes active.
- Click Record again or Stop to finish. For microphone takes, wait for the finalizing message to complete.
- Use Play to review the arrangement, then save the session.
Controls explained
- Record
- Starts a recording, ends an active recording, or cancels its count-in/preparation.
- Stop
- Ends the current transport activity; microphone audio may need a short finalization period.
- Play
- Auditions saved events and waveform regions from the playhead.
How it works
Virtual-instrument recording stores the note name, performed start time and velocity. It does not automatically quantize your rhythm to the editing grid.
Recording always uses normal 1× speed. If a different playback speed was selected, recording resets it to 1×.
During the count-in or preparation stage, Record cancels the pending start. Notes played before the armed downbeat are not added to the take.
Recordings and accompaniment use a shared audio clock, while actual audible delay still depends on the browser, output device and input device.
If required samples or stored audio sources cannot load, the studio stops preparation and shows a message rather than intentionally starting an incomplete recording.
FEATURE GUIDELayer parts without erasing earlier work
Layer is the recording policy: new playing is added while existing arrangement material is preserved.
How to use it
- Record or import the backing parts first.
- Select the track for the next part and place the playhead.
- Choose New Take in FX if you want a separate editable region for the new pass.
- Record the next performance while listening to the existing tracks.
- Review overlapping regions and mute or remove any material you do not want in the final mix.
Controls explained
- Layer
- Confirms that recording layers new material without deleting existing clips.
- New Take
- Creates and selects a fresh empty note take on the current instrument track.
How it works
The Layer button stays enabled; it does not switch to a destructive overwrite mode.
Recording into an existing active take can append new events to that take. Use New Take before recording if you want to manage the pass separately.
Takes are arrangement regions that may sound together. Selecting a different take changes the editing/recording target; it does not automatically silence the other takes.
Where recording would begin before the active take’s region start, the studio can create a new take instead of moving the older region.
FEATURE GUIDEUnderstand strikes, TRG, hover and rumble while recording
Virtual marimbas behave as struck instruments: each event starts a sample with a natural decay. Performance aids can produce additional recorded strikes.
How to use it
- Play individual keys for single strikes or several keys together for chords.
- Enable TRG Style when you want the mapped octave partner to sound with a strike.
- Enable Hover to trigger bars as the pointer enters them, or hold Control to use temporary hover behavior.
- Enable Rumble, or hold Shift while playing, for repeated strikes.
- Use Enhanced and the Rumble Settings speed control to shape the repeated strokes.
Controls explained
- TRG Style
- Adds the available mapped octave partner; Caps Lock also toggles the mode.
- Hover
- Triggers keys on pointer entry instead of a mouse press.
- Rumble
- Toggles repeated-strike mode on the selected marimba.
- Enhanced
- Alternates the dynamics of repeated strikes.
- FX → Rumble Settings → Speed
- Sets the stroke interval from 50 to 500 ms.
How it works
TRG records both the main strike and its available octave partner. The partner is played at 85% of the main strike’s velocity.
Rumble produces a sequence of individual events, so the repeated strokes remain editable after recording. Releasing the key stops further repeats; it does not cut off a marimba sample already ringing.
Enhanced alternates full and softer repeated strokes; the softer alternating stroke is 40% strength.
The FX Rumble Speed range is 50–500 milliseconds between strokes: approximately 20–2 strikes per second. The default 125 milliseconds is about 8 strikes per second.
Rumble and its controls belong to marimba tracks. Audio tracks and drum tracks do not show the marimba Rumble Settings section.
Transport, tempo, count-in and looping
The transport controls where playback begins and how you rehearse. The tempo, meter and grid describe musical time, while the arrangement also retains precise positions in seconds.
FEATURE GUIDEPlay, stop and return to the beginning
Use the transport buttons to rehearse from the current playhead or quickly return to the start.
How to use it
- Click the timeline ruler to set the playhead before playback.
- Click Play, or press Space outside a text field or focused control.
- Click Stop once to stop an active performance at its current position.
- Click Stop again while already stopped to return to the beginning, or use the rewind/start button.
- Double-click Stop for an immediate stop-and-return-to-start action.
Controls explained
- Play / Space
- Toggles playback when a text field, button or dialog is not handling the key.
- Stop
- Stops active playback; another stopped-state click returns to the start.
- Rewind / [
- Returns the playhead to the beginning.
- Time displays
- Show musical position and elapsed seconds.
How it works
The bars:beats:ticks display and the minutes:seconds clock describe the same playhead position in two different forms.
Play/stop is a toggle. A second Play press stops rather than starting a second transport.
The start command also returns horizontal timeline scrolling to the beginning.
Playback may briefly prepare samples and persisted audio before it begins. A further Play command can cancel playback preparation.
Keyboard instrument notes take priority over single-letter shortcuts when the selected instrument uses the same key. Use transport buttons when a letter such as R or C is mapped to an instrument bar.
FEATURE GUIDESet BPM and the time signature
BPM sets quarter-note tempo. The meter determines the number and value of beats used by the ruler, metronome and count-in.
How to use it
- Drag the BPM number upward for a faster tempo or downward for a slower tempo.
- Alternatively, press TAP repeatedly at the desired quarter-note pulse.
- Click the time-signature display to open its dialog.
- Choose Beats per bar and Beat value, then click Apply.
- Listen to the click and confirm that the accented downbeat falls where you expect.
Controls explained
- BPM
- Drag vertically to choose 40–240 BPM.
- TAP
- Estimates BPM from repeated taps.
- Beats per bar
- 2, 3, 4, 6 or 12.
- Beat value
- Quarter, eighth or sixteenth note: 4, 8 or 16.
- Apply
- Saves the chosen meter and refreshes timing displays.
How it works
Dragging and tap tempo use a visible working range of 40–240 BPM. TAP averages the recent tap intervals and starts a fresh estimate after a pause longer than two seconds.
Beats per bar offers 2, 3, 4, 6 or 12. Beat value offers 4, 8 or 16. A 6/8 setting therefore counts six eighth-note beats per bar.
BPM and meter changes update the musical ruler, grid, click and generated drum timing.
Existing recorded note positions and imported waveforms are stored in seconds. Changing BPM does not automatically stretch those performances to a new tempo.
FEATURE GUIDEUse the metronome and a one- or two-bar count-in
Click continues during the transport. The 1-2-3-4 count-in prepares you before recording starts.
How to use it
- Open the Controls menu.
- Enable Click if you want metronome beats during playback or recording.
- Enable 1-2-3-4 if you want a count-in before Record.
- Choose Count → 1 bar or 2 bars.
- Press Record and enter after the displayed count finishes.
Controls explained
- Click
- Turns the continuing metronome on or off.
- 1-2-3-4
- Turns the recording count-in on or off.
- Count
- Selects a one-bar or two-bar preparation count.
How it works
The count-in follows the chosen time signature rather than always assuming four quarter notes.
The first beat of a bar uses a higher click pitch than the remaining beats, making the downbeat easier to hear.
Count-in and Click are independent choices: you can use a count-in without a continuing metronome.
The two-bar display identifies the remaining bar and beat.
The virtual metronome is a monitoring aid and is not added as a separate musical part to a WAV export. A microphone can still capture sound leaking from speakers.
FEATURE GUIDERepeat a transport section and layer loop-recording passes
A transport loop repeatedly visits the section between the saved start and end points.
How to use it
- Open Controls → Region.
- Enter Start (seconds) and End (seconds), then click Set Loop. The end must be later than the start.
- Enable Loop to rehearse the section. You can also right-click the timeline to set a loop start or end at the pointer.
- For loop recording, select the live track and press Record. Recording begins at the loop start.
- Stop and review the layered notes or captured audio regions after the passes.
Controls explained
- Loop
- Enables or disables repeating transport playback.
- Region
- Opens numeric loop boundaries.
- Start / End (seconds)
- Define the repeat window.
- Set Loop
- Saves the window and enables Loop.
- Timeline context menu
- Provides Set Loop Start and Set Loop End.
How it works
The Loop button toggles transport repetition; the Region button edits its boundaries.
Virtual-instrument notes recorded on later passes fold back into the same loop’s time positions, allowing layered rhythms and harmonies. Earlier notes are retained.
Audio-input loop passes are finalized as recorded waveform material and the next capture pass is opened as the loop continues.
A clip’s Loop / Unloop command is a different feature: it repeats material within that clip’s finite region. Transport Loop repeats playback navigation.
Looping the transport does not make exported files repeat indefinitely, and it is not a loop-range-only export command.
FEATURE GUIDERehearse at another speed and choose an editing grid
Playback Speed is useful for checking passages, while Snap and Grid control editing placement.
How to use it
- Choose Controls → Speed for 0.5×, 0.75×, 1×, 1.25×, 1.5× or 2× playback.
- Play the passage and return to 1× when you want its normal sound.
- Choose Grid → 1/4, 1/8, 1/16 or 1/32.
- Enable Snap for grid-aligned region movement and note placement; disable it when you need free placement.
- Use Quantize Take or the Note Editor’s quantize commands if you intentionally want existing note timing moved onto a grid.
Controls explained
- Speed
- 0.5×, 0.75×, 1×, 1.25×, 1.5× or 2×.
- Grid
- 1/4, 1/8, 1/16 or 1/32 subdivisions.
- Snap
- Enables grid-aligned editing placement.
How it works
Playback speed changes sample playback rate. It changes pitch as well as duration; it is not a pitch-preserving time-stretch processor.
Recording resets playback to 1× for a stable recording timebase.
The musical grid subdivisions are based on quarter-note BPM. For example, at 120 BPM a sixteenth-note grid is 0.125 seconds.
Snap controls editing operations; it does not quantize incoming live performances.
Quantize Take explicitly uses the chosen grid even if the Snap toggle is off.
Arrange your song
Arrange places each part on a shared timeline. A track is an instrument or audio channel; each coloured region is a recorded or programmed part on that track.
FEATURE GUIDESelect and move a region
Click a region to make it the editing target, then move it by dragging its body.
How to use it
- Click the coloured region you want to change. Its track becomes the active input channel.
- Drag the middle of the region left or right, keeping clear of its upper corner handles.
- Release at the desired song position. Enable Snap for grid-aligned moves, or turn it off for free placement.
Controls explained
- Region body
- Select or move that region.
- Snap
- Constrain timeline placement to the selected grid.
- Commands → Regions
- Exact placement and region-management actions.
How it works
Move selected region to start, Move selected region to playhead, and Move region back/forward one bar are also available in Commands.
Region positions cannot move before the beginning of the song. Overlapping unmuted regions play together.
Selecting a different take or region changes the editing target; it does not automatically silence other regions.
FEATURE GUIDETrim or extend a region
The upper corners change a region’s start and end while its middle moves the whole part.
How to use it
- Select the region and point at its upper left or upper right corner until the resize cursor appears.
- Drag the left corner to change where the part begins, or the right corner to change how long it occupies the timeline.
- Listen across the edit. Use Undo if a trim removes something you need.
Controls explained
- Upper left handle
- Trim the region start.
- Upper right handle
- Trim or extend the region end.
- Alt / Cmd + right-edge drag
- Enable loop extension for that region.
How it works
Trimming the beginning of a marimba or drum region removes earlier events from that region and shifts the remaining events to their new local start. Undo restores the prior region.
Audio trims work with the region’s source window. The original stored audio remains available to the audio inspector.
Extending a note region beyond its source content enables repeating. Holding Alt or Cmd while grabbing the right edge enables loop extension explicitly.
A live drum pattern must first be added as a region before its left edge can be trimmed.
FEATURE GUIDEBuild sections with Split and Duplicate
Split divides a region at an internal point; Duplicate creates another copy directly after the original.
How to use it
- Select a region. Click the ruler at an internal split point and choose Split, or press Ctrl/Cmd+B.
- Choose Duplicate or Ctrl/Cmd+D to append a copy after the selected region.
- Move, mute or edit the new section independently.
Controls explained
- Split / Ctrl/Cmd+B
- Divide the selected region at the playhead.
- Duplicate / Ctrl/Cmd+D
- Append a copied region.
- Right-click region
- Access the same actions near the editing position.
How it works
The split point must be inside the region, clear of both ends. After a split the right-hand region becomes selected.
For note regions, events before the point stay in the left part and later events move into the right part with adjusted local timing.
Splitting a looped note region turns the repeated events into the resulting individual parts. Audio splits retain their source alignment and playback direction.
Duplicate region places its copy after the original. Duplicate Take in the FX panel creates another layer and can overlap the source.
FEATURE GUIDECopy, cut and paste regions
Move whole parts between compatible tracks with the region clipboard.
How to use it
- Select a timeline region and choose Copy or Cut using Commands, the right-click menu, or Ctrl/Cmd+C/X.
- Select the destination track and place the playhead where the new region should begin.
- Choose Paste or press Ctrl/Cmd+V outside the Note Editor canvas.
Controls explained
- Ctrl/Cmd+C
- Copy the selected region.
- Ctrl/Cmd+X
- Cut the selected region.
- Ctrl/Cmd+V
- Paste the region at the playhead.
- Delete / Backspace
- Delete the selected region outside the editor and text/control fields.
How it works
Copy keeps the original. Cut removes it while retaining a copy for pasting. Paste creates a new region; the position follows Snap when it is enabled.
Audio regions paste onto audio tracks. Drum regions paste onto drum tracks. Marimba regions paste onto marimba tracks only when every named bar exists on the destination instrument.
The region clipboard and selected-note clipboard are separate. Keyboard copy/cut/paste inside the Note Editor canvas operates on selected notes instead.
Delete removes the selected timeline region; it does not delete the complete track.
FEATURE GUIDERepeat a phrase or rehearse a passage
Region looping repeats source material; the transport loop repeatedly plays a song range.
How to use it
- For a repeating part, select a region and run Toggle region loop, then extend its right edge to the desired length.
- For rehearsal, select a region and run Set transport loop to selected region.
- Alternatively open Controls → loop settings, enter the loop start/end in seconds and choose Set Loop. Toggle Loop to enable or disable the playback range.
Controls explained
- Toggle region loop
- Enable repetition of a selected region’s source content.
- Controls → Loop
- Enable song-range looping.
- Loop region settings
- Enter song loop start/end seconds.
- Set transport loop to selected region
- Use a selected part as the rehearsal range.
How it works
A region loop repeats only that part while the song continues. The transport loop sends the playhead back from its end point to its start point.
Set transport loop to selected region sets the exact range, enables looping and places the playhead at the region’s start.
Right-click timeline actions can set either transport loop boundary. Other tracks keep their own regions and mute/solo states.
FEATURE GUIDEWork with layers and takes
A take is an editable arrangement layer. Several unmuted takes on one track can sound together.
How to use it
- Select a track and open FX to find its takes list.
- Choose a take to make it the editing target. Use New Take for a fresh layer, or select a region in Arrange.
- Mute a region for a local audition, or use the track M/S controls to mute or solo the whole channel.
Controls explained
- Take list
- Choose the active take or audio region.
- New Take
- Create a new instrument layer.
- Clear
- Clear active-take events after confirmation.
- Region mute
- Silence only the selected region.
- M / S
- Mute or solo the entire track.
How it works
New Take, Clear, Duplicate Take, Quantize Take, Humanize Take and Tighten Velocity operate on the active take in the FX panel.
On audio tracks, this list shows audio regions and the buttons change to import/region actions where appropriate.
Clear asks for confirmation before removing the current instrument take’s notes. Delete Region removes the selected audio region.
Recording layers new material while preserving existing clips; selecting a take is not an exclusive alternate-take playback switch.
FEATURE GUIDELabel verses, choruses and rehearsal points
Markers name important song positions without moving musical material.
How to use it
- Place the playhead at a section boundary and run Add marker at playhead.
- Enter a short meaningful label such as Intro, Verse or Chorus.
- Use Go to previous marker or Go to next marker in Commands to navigate the song.
Controls explained
- Add marker at playhead
- Save a labelled song position.
- Previous / next marker
- Seek to the neighbouring marker.
- Right-click → Add marker
- Name the clicked timeline position.
How it works
The right-click timeline menu also offers Add marker at the clicked position.
Markers are saved with the session and included in portable project backups. Adding a marker supports Undo.
Previous/next seeks by time; a marker does not split or loop a region.
Edit individual marimba and drum events
The Note Editor is a physical-bar event editor. Horizontal position is time; rows are playable marimba bars or drum sounds. Notes use each sample’s natural decay.
FEATURE GUIDEChoose the correct region
The editor follows the selected track and its active take.
How to use it
- Select the marimba or drum region in Arrange.
- Choose Note Editor, press Ctrl/Cmd+2, or double-click an instrument region.
- Check the track name and Take number above the grid before editing.
Controls explained
- Note Editor / Ctrl/Cmd+2
- Open detailed event editing.
- Create an empty region at playhead
- Create a fresh instrument part.
- Track / Take heading
- Confirm the current target.
How it works
An empty instrument part can be created with Create an empty region at playhead; it begins as a four-bar region.
Audio tracks show the waveform inspector instead of editable note rows.
Use Note editor zoom in/out in Commands for a closer or wider view. The grid can scroll horizontally and vertically.
FEATURE GUIDESelect one event or a group
Selection controls which events most note tools change.
How to use it
- Click a note to select it. Shift-click other notes to add or remove them from the selection.
- Click an empty cell to clear the selection, or use All, Clear note selection, or Invert note selection.
- Check the selected count before applying timing, pitch or dynamics tools.
Controls explained
- Click / Shift-click
- Select a note or build a group.
- All / Ctrl/Cmd+A in editor
- Select every note in the current take.
- Clear / Invert note selection
- Reset or reverse the current selection.
How it works
Most note-processing commands work on selected notes; if none are selected, they process every note in the active take.
Delete, Copy and Cut require an explicit note selection. They do not silently use the whole take.
After a processing command, its resulting notes are selected for continued editing.
FEATURE GUIDEDraw a note and move a phrase
Double-click empty space to add an event, then drag selected events to refine timing and pitch.
How to use it
- Double-click an empty cell on the desired instrument row and time position.
- Select the note or group and drag horizontally to move timing, or vertically to another playable row.
- Hold Alt while dragging for free timing; otherwise dragging follows Snap when enabled.
Controls explained
- Double-click empty cell
- Add an 80%-velocity event.
- Drag note/group
- Move selected events in time and pitch.
- Alt-drag
- Bypass timing Snap.
- Arrow keys
- Nudge time or physical-bar pitch.
How it works
New events start at 80% velocity. The region extends as needed to include newly drawn or moved notes.
Pitch rows follow the actual instrument’s playable bars; vertical movement does not introduce unavailable chromatic notes.
The width of a note glyph represents its event on the grid. There is no gate-length handle: marimba samples ring with their natural decay.
Left/right arrow keys move selected notes by one current grid step; Alt-left/right moves by one millisecond. Up/down moves one physical bar.
FEATURE GUIDESet position, pitch and velocity numerically
The fields above the editor give precise control over a region and its selected events.
How to use it
- Use Start and Length to set the region’s absolute position and span in seconds.
- Select notes, choose the desired Note bar, enter Time or Velocity, then commit the field.
- Play the passage and use Undo if the change is too large.
Controls explained
- Start
- Region start on the song timeline, in seconds.
- Length
- Region’s timeline span, in seconds.
- Note
- Named playable bar for selected events.
- Time
- Local event position within the region, in seconds.
- Velocity
- Selected event strength from0–100%.
How it works
Start is measured from the beginning of the song; Time is the note’s offset inside its region. A region at12s with a note Time of0.5s plays that event at12.5s.
Changing Note sets all selected notes to that named physical bar. Changing Velocity applies the entered value to all selected notes.
For several selected notes, Time uses the first selected event as an anchor and shifts the group by the same amount, preserving their relative spacing.
Velocity is0–100%;0 makes an event silent. Region Start supports0–14400s and Length0.25–14400s. Note fields are unavailable without an explicit selection.
FEATURE GUIDEShape dynamics with the velocity lane
The stems beneath the note grid show event strength and can be dragged.
How to use it
- Select a note or group.
- Grab a velocity stem in the lane beneath the grid.
- Drag upward for stronger hits or downward for softer hits, then release.
Controls explained
- Velocity stem
- Drag selected event strength.
- Velocity field
- Set an exact common percentage.
How it works
Dragging changes selected velocities while retaining their differences until the0–100% limits are reached.
The note glyph also becomes more solid at higher velocity.
Use the Velocity numeric field when several notes should all receive the same exact level.
FEATURE GUIDEReuse selected notes
The note clipboard copies pitch, relative timing and velocity inside an instrument region.
How to use it
- Focus the Note Editor canvas, select notes and press Ctrl/Cmd+C or Ctrl/Cmd+X.
- Select a compatible target region and place the song playhead at the desired insertion point.
- Press Ctrl/Cmd+V in the editor, or run Paste notes at playhead from Commands.
Controls explained
- Ctrl/Cmd+C / X in editor
- Copy or cut explicitly selected notes.
- Ctrl/Cmd+V in editor
- Insert note phrase at the playhead.
- Delete / Backspace in editor
- Remove explicitly selected notes.
How it works
The earliest copied event becomes the start of the pasted phrase. Relative spacing and velocities are retained.
The insertion point is the playhead converted to local region time; if it is before the region, insertion starts at local zero.
Drum notes and marimba notes cannot cross between those track types. All copied note names must exist on the destination instrument.
This internal note clipboard is separate from the region clipboard and the operating system’s text clipboard. Pasted notes become selected and may extend the destination region.
Refine timing, harmony and expression
Use Commands for musical transformations after recording. Select a phrase first to process only that passage, or clear selection to process the entire active take.
FEATURE GUIDETighten timing while preserving feel
Choose hard quantization, gentler halfway correction, swing or small nudges.
How to use it
- Select the intended notes and open Commands with Ctrl/Cmd+K.
- Search Quantize for straight or triplet grids, or search Swing, Nudge or Humanize.
- Run the tool, listen to the result, then Undo or apply another tool as needed.
Controls explained
- Quantize button
- Apply1/16 quantization to the selected notes or active take.
- Quantize halfway
- Retain part of the original feel.
- Nudge
- Move the phrase by a precise millisecond amount.
- Humanize
- Introduce bounded timing variation.
How it works
Straight grids offer1/4,1/8,1/16 and1/32 notes. Halfway quantize moves events50% toward the selected grid instead of all the way.
Triplet quantize offers1/8 and1/16 triplets. Sixteenth swing offers56%,63% and70%.
Nudge offers1,5,10 or25ms earlier/later. Humanize timing offers bounded5,10 or20ms offsets.
Explicit processing commands run regardless of the Snap toggle; Snap controls interactive placement. Quantization aligns to the song grid even when a region starts between grid lines.
FEATURE GUIDERework a phrase’s rhythm
Reverse event order in time or change the spacing between notes.
How to use it
- Select a phrase and search Reverse note order or Scale note timing.
- Choose half duration for a faster phrase, or double duration for a more spacious phrase.
- Check the region boundaries and listen alongside the other tracks.
Controls explained
- Reverse note order in time
- Mirror the phrase’s event positions.
- Scale note timing
- Halve or double event spacing.
How it works
Timing reversal mirrors events between the phrase’s earliest and latest event positions; it does not reverse the audio samples.
Half/double timing scales offsets around the phrase’s first event. These commands change event spacing rather than playback speed or global tempo.
The region can extend to contain later events. Its old span is not automatically shortened after a faster timing scale.
FEATURE GUIDETranspose, harmonise and strum
Pitch tools work within the instrument’s actual playable bars.
How to use it
- Select a melody or chord and search Transpose, harmony or Strum in Commands.
- Choose a semitone transposition, physical-bar step, added interval or strum spacing.
- Audition the result and check any notes near the instrument’s range limits.
Controls explained
- Transpose
- Move supported pitches by a chosen semitone interval.
- Move one instrument bar
- Step through available bars.
- Add harmony
- Keep the melody and add an upper interval.
- Strum chords
- Spread chord attacks in time.
How it works
Transpose offers±1,±2,±5,±7 and±12 semitones. A note stays in place when the target pitch has no matching playable bar.
Move notes up/down one instrument bar follows the physical row layout rather than chromatic semitones.
Harmony adds a minor third, major third, fifth or octave above when available, at75% of the source event’s velocity.
Strum spreads simultaneous chord events from low to high with12,24 or40ms between notes. It is an event-timing change, not a new instrument.
FEATURE GUIDEBalance velocities and create expression
Velocity tools alter the strength of events without changing track fader levels.
How to use it
- Select the events to shape, then search Velocity, crescendo, decrescendo or Accent.
- Choose a fixed level, relative change, range compression, normalization or expressive contour.
- Watch the stems and listen at a comfortable master volume.
Controls explained
- Set / adjust velocity
- Give events an exact or relative strength.
- Normalize / compress velocities
- Balance differences in event dynamics.
- Crescendo / decrescendo
- Apply a gradual dynamic contour.
- Accent meter beats
- Emphasize beat-aligned hits.
- Remove duplicate notes
- Clean up duplicate same-bar attacks.
How it works
Fixed velocity choices are25%,50%,75% and100%. Relative changes are±5 or±10 percentage points, clamped to0–100%.
Normalize note velocity makes the strongest selected event90% and scales the others proportionally. Compress velocity range moves each value halfway toward the phrase’s mean.
Crescendo rises from35% to90%; decrescendo falls from90% to35% across event times. Simultaneous-only selections use the midpoint.
Accent notes on meter beats strengthens events close to a beat and slightly softens the others. Remove duplicate notes removes matching note names at the same rounded millisecond.
Duplicate notes one bar later keeps the originals and adds a repeated phrase. Use it carefully when existing material already fills that bar.
Drum workspace, sounds and pattern banks
Start with the difference between a live pad performance, a repeating pattern and a committed region. The drum editor combines all three workflows on the same track; choosing the right one prevents unexpected layering.
- 1Pattern bank
Eight editable pattern slots plus commit and live playback controls.
- 2Beat workbench
Starter grooves, lane transformations and evenly spaced fills.
- 3Step grid
Each row is a drum voice. Each column is a step.
- 4Expression editor
Shape the focused hit’s velocity, probability, timing and repeats.
FEATURE GUIDEAdd a drum track and learn the twelve pads
Use the Drum Machine for programmed beats or a recorded keyboard/MIDI performance. Each row has a fixed sound; the extra pads include pitch variations of the same source samples.
How to use it
- Click Add Track, choose Drums, enter a useful name, and confirm the new track.
- Select its track header. In Arrange, the lower instrument panel becomes the drum editor.
- Click a large pad or its row name to select and audition the sound. To record a performance, start Record on the selected drum track and use the keyboard shortcuts or mapped MIDI notes.
Controls explained
- Kick · 1 · MIDI 36
- Original Kick sample.
- Snare · 2 · MIDI 37
- Original Snare sample.
- Closed Hat · 3 · MIDI 38
- Original Closed Hi-Hat sample; shares the hat choke group.
- Open Hat · 4 · MIDI 39
- Original Open Hi-Hat sample; shares the hat choke group.
- Cowbell · 5 · MIDI 40
- Original Cowbell sample.
- Cymbal · 6 · MIDI 41
- Original Cymbal sample.
- Tom · 7 · MIDI 42
- Original Tom sample.
- Kick 2 · 8 · MIDI 43
- Kick sample at 0.86× playback rate: lower and longer.
- Rim · 9 · MIDI 44
- Snare sample at 1.42× playback rate: higher and shorter.
- Shaker · 0 · MIDI 45
- Closed Hi-Hat sample at 1.22× playback rate; it does not share the hat choke group.
- Crash · - · MIDI 46
- Cymbal sample at 0.92× playback rate: slightly lower and longer.
- Low Tom · = · MIDI 47
- Tom sample at 0.78× playback rate: lower and longer.
How it works
Clicking a large on-screen pad or row name auditions and selects it; it does not record that click into a take. Clicking the sequencer grid edits the pattern instead of recording a live strike.
Keyboard pad strikes are recorded only while the drum track is armed and recording. Keep focus outside text fields and other controls when using the number shortcuts. Release a key before striking it again; holding it does not create a roll.
Drum MIDI input uses consecutive notes 36–47 in the pad order below. This is a custom consecutive layout, so a controller using a General MIDI percussion map may need remapping.
Kick 2, Rim, Shaker, Crash and Low Tom reuse existing samples at different playback rates. They are useful colour variations rather than additional independently recorded instruments. Closed Hat and Open Hat share a choke group, so a new hit in that group cuts the previous hat sound.
FEATURE GUIDEPaint, select and edit steps with a mouse or keyboard
A lit cell is an enabled hit. Select a source step without changing its gate when you want to edit its expression.
How to use it
- Click a dark grid cell to enable it, or a lit cell to disable it. Drag across more cells to paint the same on/off state.
- Right-click a cell to select it for the inspector without toggling the hit.
- For keyboard editing, Tab into the step grid. Use arrows to move between columns or drum rows; press Enter or Space to toggle the focused cell.
- Use the inspector below the grid, or a parameter tab and its expression bars, to shape the selected step.
Controls explained
- Click / drag
- Toggle a cell, then paint the same state across other source steps.
- Right-click
- Select a step without changing whether it is on.
- Arrow keys; Home / End
- Move the focused step through rows and visible columns.
- Enter / Space
- Toggle the focused step on or off.
- A / F / M
- Toggle Accent, Flam or step mute. A and F also enable the hit.
- Delete / Backspace
- Clear the focused step and reset its expression.
- Shift-click / Alt-click
- Toggle Accent / Flam on a clicked step and enable it.
How it works
A paint gesture uses the state of its first cell: starting on a dark cell paints hits on, while starting on a lit cell paints them off. Re-entering the same underlying source step during that gesture does not toggle it again.
Short rows and rotated rows can show the same source step in several grid positions. Editing any displayed occurrence updates all occurrences of that source step.
The grid has a single Tab stop. Arrow keys move inside it; Home and End move to the first or last visible column. The shortcuts below apply while a step has focus.
Changing an inspector slider or an expression bar enables that step. A previously dark cell can therefore become a hit when you adjust its velocity, probability, timing or repeats.
FEATURE GUIDEExpand the drum workspace and reveal expression controls
Give the pattern editor more room while retaining a small arrangement view above it.
How to use it
- With a drum track selected in Arrange, click Expand drums beside FX in the instrument header.
- Scroll the drum editor to reach its lower controls; scroll the step grid horizontally for later columns and vertically for lower drum rows.
- Choose velocity, probability, micro or repeats below the grid to reveal that parameter’s expression bars.
- Click Collapse drums to return to the compact panel.
Controls explained
- Expand drums / Collapse drums
- Toggle the larger drum instrument panel.
- velocity / probability / micro / repeats
- Choose the expression lane and reveal its bars.
- Pad or row name
- Select the lane shown by the workbench and expression controls.
How it works
Expansion is available on desktop windows wider than 767 pixels and taller than 680 pixels. Height is limited to leave space for the arrangement; a larger panel can still require scrolling.
The expansion preference is remembered while the current app instance is open. Switching to a marimba track, Note Editor or Mixer restores the appropriate ordinary layout; returning to the drum instrument view can restore expansion.
Expression bars show the currently selected drum lane, not every drum at once. The row name in the Beat workbench identifies which lane its tools will affect.
FEATURE GUIDEKeep eight named patterns in slots A–H
Each drum track has eight independent pattern slots for variations such as an intro, verse, chorus and fill.
How to use it
- Click a slot letter A–H to make that pattern active.
- Type a name in the Pattern name field and finish the edit by leaving the field.
- Program or load the pattern, then switch to another slot to prepare a variation.
Controls explained
- A–H
- Choose one of eight pattern slots.
- Pattern name
- Give the active slot a useful musical name.
How it works
The active slot is the pattern heard by Live Pattern and used by Add Pattern Region. Merely saving patterns in the other seven slots does not arrange them into a song.
Pattern names can contain up to 80 characters. An empty name falls back to Pattern A, Pattern B and so on.
Each slot stores its own steps, row settings, swing, Human amount, Density and expression. Live Pattern On/Off belongs to the drum machine rather than to an individual slot.
Pattern bank contents are part of the session. The small populated-slot indicator counts enabled stored cells; it is not a guarantee that all of those cells will sound when mutes, solos or probability are in use.
FEATURE GUIDECopy, paste and duplicate a pattern
Use a known groove as the starting point for another slot without rebuilding every lane.
How to use it
- Choose the source slot and click Copy.
- Choose a destination slot and click Paste, or use Duplicate to Next to copy into the following slot and select it immediately.
- Change one or two lanes in the copy to make a variation, then audition it before arranging the song.
Controls explained
- Copy
- Capture the active pattern in the drum clipboard.
- Paste
- Replace the active destination with the copied pattern.
- Duplicate to Next
- Replace and select the following slot, wrapping from H to A.
How it works
Copy stores a drum-pattern snapshot in the app’s internal drum clipboard. This is separate from timeline clip copy/paste and the operating system clipboard; it is not a permanent clipboard across reloads.
Paste replaces the destination pattern, including its row setup and expression, and gives it the destination’s default Pattern letter name.
Duplicate to Next advances A→B through H→A. A default pattern name becomes the next slot’s default name; a custom name gains Copy. The destination is replaced even when it already contains a pattern.
Undo can restore a pattern replaced by Paste or Duplicate to Next. Copy itself leaves the source unchanged.
FEATURE GUIDESet pattern length, row length and source rotation
The pattern sets the visible loop length. Each drum row can use a shorter or longer retained source phrase and an independent rotation.
How to use it
- Choose 16, 32 or 64 in Steps to set the overall pattern length.
- Use a row’s Length menu to choose the number of source steps that row uses.
- Use the row’s − / + controls to rotate its phrase, then watch the source-step tooltip when editing repeated cells.
Controls explained
- Steps
- Visible pattern length: 16, 32 or 64 sixteenth-note columns.
- Row Length
- Number of source steps used by that individual drum row.
- Row − / + and rotation number
- Rotate one row without physically rewriting its source phrase.
How it works
Each grid column is one sixteenth of a quarter-note beat. At 120 BPM it lasts 125 ms. In 4/4, 16 / 32 / 64 steps are one / two / four bars; other meters change how those columns relate to a bar.
Row Length offers the available values among 4, 8, 12, 16, 24, 32, 48 and 64, plus its current length, up to the pattern’s retained capacity. Increase overall Steps first when a longer option is unavailable.
A short row wraps within the visible pattern. For example, a 12-step row across 16 columns shows its first four source steps again in columns 13–16. Each new overall pattern cycle starts that row mapping from the beginning again; it does not keep drifting freely across pattern boundaries.
Reducing Steps hides later columns without deleting their stored source cells or automatically shortening a long row. Increasing Steps can reveal them again. When a row’s length exactly matched the previous pattern length, extending the pattern also extends that row; existing shorter custom rows keep their own lengths.
Positive row rotation moves source hits later in the displayed cycle and wraps at the row length. Rotation changes the mapping, while the source-step numbers in tooltips and the inspector identify what you are actually editing. A long retained row can map a visible cell to a source step beyond the currently visible pattern length.
FEATURE GUIDEMute and solo individual drum rows
Isolate parts of the current pattern while keeping the programmed cells and their expression.
How to use it
- Click M beside a drum row to silence that row in the pattern.
- Click S beside one or more rows to hear only those soloed rows.
- Clear the relevant M or S switches before judging the complete groove.
Controls explained
- Row M
- Silence one row of this pattern.
- Row S
- Include this row in the pattern’s solo set.
- Track M / S
- Separate whole-track mix controls; they also affect committed events on that track.
How it works
If any row is soloed, rows without S are excluded. Several soloed rows play together.
A muted row stays silent even if it is also soloed. These row switches are independent of a track’s Mute or Solo buttons in the track header or Mixer.
Row mute and solo affect generation of the active pattern, including the hits captured by Add Pattern Region. They do not retroactively rewrite drum notes in already committed regions.
Changing a row switch preserves its steps, lengths, rotation and expression, so it is useful for testing an arrangement without erasing a part.
FEATURE GUIDEChoose Live Pattern or commit independent drum regions
Live Pattern follows the active slot. Add Pattern Region turns one generated pattern pass into fixed, editable drum events at the playhead.
How to use it
- Build a pattern, leave Live Pattern On, and press Play to hear it repeat over the drum track’s live region.
- When a section is ready, stop if necessary, place the playhead at its intended start and click Add Pattern Region.
- Select another slot or edit a variation, move the playhead to the next section, and click Add Pattern Region again.
- Use Arrange to place or trim the resulting regions, and Note Editor when individual committed drum events need precise editing.
Controls explained
- Live Pattern On / Off
- Enable or disable generation from the active pattern bank slot.
- Add Pattern Region
- Capture one pass as a new take/region, then turn live generation off.
- Playhead and Snap
- Determine the new committed region’s starting position.
How it works
Live Pattern repeats the currently active slot. Its extent is at least four pattern cycles and can extend to cover the other tracks’ arrangement or the transport loop. It follows the session transport rather than running as a separate unlimited drum player.
Add Pattern Region creates a new active take/region at the current playhead, quantized by the current Snap setting. It captures one generated pass, using that pattern’s cycle-zero probability choices, groove timing, repeats, accents and flams.
Committing switches Live Pattern Off automatically. The pattern bank remains available, but subsequent grid changes do not alter the fixed events already committed.
The saved region contains the generated hits rather than the probability recipe: an omitted hit stays absent, and a captured flam or roll is now several fixed events. A fully muted or probabilistically empty pass cannot be committed and produces Add drum steps first.
Previously committed regions remain on the track. Place sections deliberately; overlapping regions can layer. Turning Live Pattern On again can also layer the current pattern with saved take notes rather than replacing them.
Step expression, timing and groove
Select a step by right-clicking it, or choose a parameter tab to shape the selected lane with bars. Expression belongs to source steps, so repeated cells share the same saved controls even when their audible chance varies by position.
FEATURE GUIDEVelocity: shape the strength of each strike
Velocity changes the level of an individual hit without changing the drum sample or the master mix.
How to use it
- Select a step with a right-click, or select a drum lane and choose velocity beneath the grid.
- Adjust the inspector’s Velocity slider or drag the corresponding expression bar.
- Play the groove and balance strong anchors against quieter connecting notes.
Controls explained
- Velocity slider / velocity expression bars
- Set the selected source step’s strike level from 5–100%.
How it works
The step editor offers 5–100%. A newly created ordinary step defaults to 85%. Changing a velocity control enables the step.
Velocity applies to the hit and all of its repeats. Accent can multiply its main-hit velocity by 1.18, capped at 100%; the flam grace hit uses a lower level.
This is playback gain for the fixed source sample. It does not select a different recorded articulation or create a longer note. Track volume, effects and the master mix still affect the final sound.
FEATURE GUIDEProbability: make a hit optional
Set how often an enabled source step is allowed to produce its hit cluster.
How to use it
- Enable the step you want to vary and select probability beneath the grid.
- Reduce its Probability slider or bar from 100% to a lower value.
- Listen through several pattern cycles and keep important rhythmic anchors more certain than decorative hits.
Controls explained
- Probability slider / probability bars
- Per-step chance before global Density is applied.
- Density
- Pattern-wide multiplier for every enabled step’s chance.
How it works
The control ranges from 5–100%. Probability does not turn a cell visibly off; it decides whether an enabled, unmuted hit is generated.
Effective hit chance is Probability multiplied by the pattern’s Density. An 80% step under 50% Density has a 40% effective chance.
The decision happens once for the whole source-step event: its main hit, repeats and flam either pass together or are all omitted.
Short rows can display the same source step repeatedly, but the decision is based on each visible column and cycle. Matching source cells can therefore pass in one displayed occurrence and be omitted in another.
FEATURE GUIDEMicro / Timing: place a hit just before or after its grid point
Move an individual source step slightly ahead of or behind the grid while keeping it in the same numbered column.
How to use it
- Right-click the hit and adjust Timing, or choose micro to reveal timing bars.
- Move left/below zero for an earlier strike or right/above zero for a later strike.
- Hover a micro expression control to read its current millisecond offset at the session BPM.
Controls explained
- Timing inspector / micro bars
- Signed offset from −45 to +45 on the half-step scale.
- Micro control tooltip
- Shows the equivalent millisecond timing offset.
How it works
The range is −45 to +45 in the displayed percentage scale. The offset is that percentage of half a sixteenth-note step, rather than a percentage of a whole beat.
At 120 BPM, +16 means +10 ms and the full ±45 range is approximately ±28.1 ms. The millisecond effect scales with tempo.
Micro is added to Swing and the Human timing offset. A negative offset at the very beginning of a pattern is clipped to the pattern start; it cannot create a strike before that pass begins.
The column and gate are unchanged. Existing repeat hits stay spaced within their source step relative to the shifted main hit.
FEATURE GUIDERepeats: divide one step into a short roll
Create two, three or four evenly spaced attacks inside one sixteenth-note step.
How to use it
- Select an enabled drum step and choose repeats or use the Repeats inspector.
- Set 2, 3 or 4 for the desired subdivision; use 1 for a single attack.
- Audition the pattern at its real song tempo before adding more roll steps.
Controls explained
- Repeats slider / repeats bars
- Choose 1–4 attacks per source step.
How it works
Repeat count includes the main hit. A value of 4 makes four hits, not one plus four extras.
The attacks are spaced one step duration divided by the repeat count. At 120 BPM, a 125 ms step with four repeats starts attacks 31.25 ms apart.
Every repeated hit uses the source step’s main velocity, including its Accent boost if enabled. Probability and Density gate the complete group together.
Flam is independent of the repeat count and can add an extra quieter grace hit before the group. Repeated hat hits also obey the hat choke behaviour.
FEATURE GUIDEAccent and Flam: stronger attacks and grace notes
Accent boosts a hit’s main attacks; Flam adds a softer strike immediately before the main hit.
How to use it
- Right-click the desired step, then click Accent or Flam in the inspector.
- For a quick edit, Shift-click a cell for Accent or Alt-click for Flam; each also enables the cell.
- With a grid cell focused, use A for Accent or F for Flam.
Controls explained
- Accent / Shift-click / A
- Toggle the 1.18× main-hit level boost.
- Flam / Alt-click / F
- Toggle the quieter grace strike before the hit.
How it works
Accent multiplies the main and repeated-hit velocity by 1.18, with the result capped at 100%. It therefore has little or no extra level to add when the original hit is already near maximum.
Flam normally adds one grace strike 18 ms before the main strike, at 55% of the step’s original velocity. At extremely fast tempos the grace gap is limited to one step.
At the start of a pattern the grace hit is clipped to the pass start, so a flam on the very first attack can coincide rather than sound as a distinct earlier strike.
Accent and Flam are saved source-step flags. Their visual marks help distinguish stronger hits and double attacks without adding extra lit columns.
FEATURE GUIDEMute Step versus Clear Step
Temporarily silence a programmed hit or reset its complete source-step settings.
How to use it
- Right-click the step to inspect it.
- Click Mute Step to silence it while preserving its programmed expression, or use M with that grid cell focused.
- Click Clear Step, or press Delete / Backspace on the focused grid cell, to remove and reset it.
Controls explained
- Mute Step / M
- Preserve the hit’s settings while suppressing its sound.
- Clear Step / Delete / Backspace
- Reset that one source step to its default off state.
How it works
Step mute preserves velocity, probability, timing, repeats, Accent and Flam for later use. A source-step mute affects every repeated display of that source cell.
The inspector’s Mute Step button also enables the step if it was dark. The grid keyboard M shortcut changes the mute flag without forcing a dark cell on.
Clear resets the step to off, 85% velocity, 100% probability, zero timing, one repeat, and no Accent, Flam or mute.
Turning a cell off by ordinary clicking preserves its expression. That differs from Clear Step, which resets the expression as well.
FEATURE GUIDESwing: delay alternating sixteenth-note columns
Create a repeated long–short timing feel without moving the visible steps.
How to use it
- Start with a steady eighth- or sixteenth-note pattern.
- Raise Swing gradually from 0% while listening to the subdivision against the melody.
- Use per-step micro timing only for the individual hits that need to depart from that overall feel.
Controls explained
- Swing
- Pattern-wide alternating delay from 0–65%.
How it works
Swing ranges from 0–65%. It delays visible columns 2, 4, 6, 8 and so on; columns 1, 3, 5, 7 and so on keep their unswung base positions.
The delay is Swing percentage multiplied by half a sixteenth-note step. At 120 BPM, 50% adds 31.25 ms to those delayed columns; 65% adds about 40.6 ms.
The overall pattern duration and number of columns remain unchanged. Swing is a timing offset, not a change of BPM or an automatic triplet grid.
It applies to all rows in the active pattern by visible column. Row rotation does not change which visible columns are swung.
FEATURE GUIDEHuman amount and the Humanize button do different jobs
Human adds small generated timing variations; Humanize writes a new set of timing and velocity values into the pattern.
How to use it
- To add generated timing variation, raise the Human slider a little from 0%.
- To rewrite the stored feel, click Humanize and audition the result.
- Use Undo if the written version is less useful, or lower Human when you want only the stored timing to remain.
Controls explained
- Human slider
- 0–50% generated timing variation without rewriting stored step values.
- Humanize button
- Write varied micro timing and velocity into enabled source cells in the displayed range.
How it works
Human ranges from 0–50% and affects timing only. Its maximum offset is Human amount × one fifth of a sixteenth-note step in either direction. At 120 BPM, a 50% Human amount allows approximately ±12.5 ms.
The Humanize button is a separate one-off edit. For enabled cells in the displayed pattern range it replaces micro timing with a value between −18 and +18 on the half-step percentage scale, and adds up to ±10 percentage points to velocity, clamped to 10–100%.
Clicking Humanize again makes another written variation. It preserves hit gates, repeats, probability, Accent, Flam, step mute and row setup.
Stored micro timing, Human timing and Swing can all be active together. The slider’s generated timing uses repeatable per-cycle choices; the button uses a fresh variation when you click it.
FEATURE GUIDEDensity and repeatable variation across cycles
Thin out an entire pattern while keeping a predictable relationship between playback passes.
How to use it
- Use 100% Density while building the essential groove.
- Lower Density when you want enabled hits across the pattern to be less likely to sound.
- Listen to several successive cycles before deciding whether the reduced texture still supports the song.
Controls explained
- Density
- Pattern-wide chance multiplier from 5–100%.
- Probability
- Per-step chance multiplied by Density.
- Live Pattern / Add Pattern Region
- Choose generated per-cycle variation or a captured fixed pass.
How it works
Density ranges from 5–100%. It multiplies every enabled step’s probability, including the kick and main backbeat; it is not limited to fills or decorative sounds.
At 50% Density, even a 100% Probability hit is only a 50% candidate. Row mute, row solo and step mute can silence it before chance is considered.
The saved pattern, slot, visible step and cycle position determine the generated chance and Human timing values. Later cycles can differ, while replaying the same settings at the same cycle positions produces the same scheduled choices.
A copied pattern in a different slot can make different chance decisions because the slot is part of that variation identity. This does not mean the copy’s lit cells or probability values have changed.
Add Pattern Region freezes the generated cycle-zero result as notes. Those committed notes no longer run Density or Probability decisions on every playback.
Whole-pattern editing and rhythm generation
The topbar transformations affect the active pattern across its drum rows. The even-fill generator affects only the selected lane. Use the pattern bank and Undo to compare changes while retaining deliberate song sections.
FEATURE GUIDENudge Left / Nudge Right: shift every drum lane
Rotate the whole active pattern by one source step without changing its length or tempo.
How to use it
- Copy the pattern to a spare slot if you want to compare two versions.
- Click Nudge Left or Nudge Right in the drum topbar.
- Listen to where the kick, snare and cymbal now land against the song’s downbeat.
Controls explained
- Nudge Left
- Rotate all active-pattern row phrases one source step earlier.
- Nudge Right
- Rotate all active-pattern row phrases one source step later.
How it works
Each lane’s source steps wrap within that lane’s own Length. A right nudge carries the last source step to the beginning; a left nudge carries the first to the end.
Complete step settings travel with the hits, including velocity, probability, timing, repeats, Accent, Flam and step mute.
This physically shifts stored source steps across all rows. It is different from the row − / + controls, which change the display/playback rotation mapping of one row. Existing row rotation numbers are retained.
FEATURE GUIDEHalf Time: spread the beginning of each row across its current length
Move source steps to twice their original spacing inside the same pattern and row lengths.
How to use it
- Choose the pattern you want to transform and keep a copied version for comparison.
- Click Half Time.
- Listen for the slower spacing, then restore or rebuild any ending fill that no longer fits.
Controls explained
- Half Time
- Double source-step spacing across all rows within their existing lengths.
How it works
Source step 1 stays at position 1, step 2 moves to position 3, step 3 moves to position 5, and so on. Intervening positions are cleared.
The row length does not double. Source hits whose doubled positions fall beyond that row’s length are omitted; this is not a lossless time-stretch of the entire original phrase.
The operation affects every drum row, carrying each retained hit’s expression with it. Pattern BPM, overall Steps and row rotation remain unchanged.
FEATURE GUIDEDouble Time: compress adjacent source steps into the first half
Bring hits closer together without changing the session BPM or extending the row.
How to use it
- Choose the pattern and click Double Time.
- Listen to the busier first half of each row.
- Add or copy material into the newly empty later half if you want a continuous fast phrase.
Controls explained
- Double Time
- Compress pairs of source steps, merging collisions.
How it works
Pairs of neighbouring source steps map to one destination: source steps 1–2 map to position 1, steps 3–4 to position 2 and so on. The remaining later positions are cleared rather than automatically filled with a second copy.
When two enabled hits meet, they become one source step. The merge keeps the greater velocity, probability and repeat count; keeps the micro timing closest to zero; combines Accent and Flam; and is muted only when both source hits were muted.
This is a step-data transformation, not audio time-stretching and not the same as setting Repeats to 2. It affects all rows while retaining their lengths and rotation.
FEATURE GUIDERandomize: generate a new pattern candidate
Replace gates and several expression values with a newly generated groove while keeping the active slot.
How to use it
- Choose a spare slot or copy your current pattern before experimenting.
- Click Randomize and listen to the result.
- Mute surplus rows, simplify the strongest pulses and edit the variation into a deliberate accompaniment.
Controls explained
- Randomize
- Write a fresh active-pattern candidate across the displayed step range.
How it works
The generator anchors the primary Kick on source steps 1, 9, 17 and so on, and Snare on 5, 13, 21 and so on. High-group sounds are anchored on alternating source steps; additional cells are enabled with smaller per-group chances.
It assigns velocities of roughly 55–97%, gives some hits 55% Probability and the rest 100%, resets micro timing to zero, and occasionally gives a step two repeats.
Existing Accent, Flam and step-mute flags are retained when those cells are rewritten. Row mute, solo, length and rotation also remain, so a newly enabled cell can still be silent.
It writes the displayed pattern’s stored index range. A short row continues to wrap its own source phrase; a retained source area beyond the displayed range is not a new full independent random phrase.
Each button click creates a fresh candidate. Once saved, the pattern’s later probability/Human decisions still follow their repeatable cycle behaviour.
FEATURE GUIDEClear: erase all stored steps in the active pattern
Start the selected slot again while retaining its pattern setup.
How to use it
- Check that the intended slot letter is active.
- Click Clear in the topbar and confirm the Clear Pattern message.
- Program new hits, load a starter groove or fill a lane.
Controls explained
- Clear
- Reset every stored step in the current pattern after confirmation.
- Row M / S / Length / rotation
- Existing row setup survives the clear operation.
How it works
Clear resets every stored source cell in that slot, including later retained cells outside the current visible Steps range.
Row lengths, rotation, row mute and row solo are retained. The pattern name, swing, Human and Density also remain.
Other slots and already committed drum regions are unaffected. Clear does not erase the entire drum track.
A blank pattern can stay silent after you add hits if a retained row mute or a different soloed row is still active. Check row M and S before assuming the new hits are broken.
FEATURE GUIDEEvenly spaced hits: fill a lane with a distributed rhythm
Distribute a chosen number of hits as evenly as possible across the selected row’s Length, then rotate that distribution with Offset.
How to use it
- Select the drum pad or row you want to fill.
- Enter the number of Evenly spaced hits, from 0 up to that row’s Length.
- Set Offset, then click Fill lane.
- Play the result against the kick or marimba phrase and adjust the hit count or offset until the interlock is useful.
Controls explained
- Evenly spaced hits
- Number of source hits distributed across the selected row’s Length; 0 clears that range.
- Offset
- Signed rotation of the newly generated distribution.
- Fill lane
- Apply the new distribution to the selected row only.
How it works
Five hits over a 16-step row produce a mixture of three- and four-step gaps rather than an exact every-N-steps grid. When the length divides the hit count evenly, all gaps are equal.
Positive Offset moves the generated distribution later in its source cycle; negative values move it earlier. Values wrap within the row length. The input accepts −128 to +128.
Fill lane replaces that row’s active source range with fresh step defaults, resets its row rotation to 0, and sets generated velocities to 88% at source positions 1, 5, 9 and so on or 65% elsewhere.
Probability resets to 100%, micro to zero, repeats to 1, and Accent, Flam and step mute are cleared for the filled range. Row mute and row solo remain; other drum rows and stored cells beyond this row’s Length are retained.
With a short row, the filled source phrase repeats across the displayed pattern. With a retained row longer than the visible pattern, only its currently mapped part is heard; the number entered counts the whole source row.
The twelve starter grooves
Starter grooves provide concrete hit placements for an accompaniment. Every recipe below describes a 16-step motif using the visible, one-based step numbers. Choose a slot first: Load groove replaces that whole pattern, including its row setup and expression, while other slots and committed regions remain intact. The names identify menu presets; adapt their actual rhythms to your music.
FEATURE GUIDEMarimba groove
A syncopated kick and cowbell pattern supported by alternating hats and shaker.
How to use it
- Choose the intended slot and its 16, 32 or 64 Steps length.
- Select Marimba groove in Starter groove, then click Load groove.
- Press Play with Live Pattern On, then tailor the selected pattern’s lanes and levels for the song.
Controls explained
- Starter groove → Marimba groove
- Choose this named set of hit placements and swing.
- Load groove
- Replace the active slot with the selected starter.
How it works
Kick: steps 1, 7, 9 and 15. Snare: 5 and 13.
Closed Hat: 1, 3, 5, 7, 9, 11, 13 and 15. Shaker fills the even-numbered steps between them.
Cowbell: 1, 4, 7, 11 and 13. Swing is set to 12%.
Positions above describe the first 16-step motif. A 32-step pattern repeats it twice and a 64-step pattern repeats it four times. Load groove replaces the entire active pattern, resets its row setup, uses 100% Density and 0% Human, and preserves the chosen overall Steps length.
FEATURE GUIDEFour on the floor
A regular quarter-note kick with offbeat Open Hat and a simple backbeat.
How to use it
- Choose the intended slot and its 16, 32 or 64 Steps length.
- Select Four on the floor in Starter groove, then click Load groove.
- Press Play with Live Pattern On, then tailor the selected pattern’s lanes and levels for the song.
Controls explained
- Starter groove → Four on the floor
- Choose this named set of hit placements and swing.
- Load groove
- Replace the active slot with the selected starter.
How it works
Kick: steps 1, 5, 9 and 13. Snare: 5 and 13.
Closed Hat also lands on 1, 5, 9 and 13; Open Hat lands on 3, 7, 11 and 15.
Swing is 0%. The alternating closed/open hat events share the same choke group.
Positions above describe the first 16-step motif. A 32-step pattern repeats it twice and a 64-step pattern repeats it four times. Load groove replaces the entire active pattern, resets its row setup, uses 100% Density and 0% Human, and preserves the chosen overall Steps length.
FEATURE GUIDEPop backbeat
A clear snare backbeat, steady eighth-note hats and several connecting kicks.
How to use it
- Choose the intended slot and its 16, 32 or 64 Steps length.
- Select Pop backbeat in Starter groove, then click Load groove.
- Press Play with Live Pattern On, then tailor the selected pattern’s lanes and levels for the song.
Controls explained
- Starter groove → Pop backbeat
- Choose this named set of hit placements and swing.
- Load groove
- Replace the active slot with the selected starter.
How it works
Kick: steps 1, 8, 9 and 11. Snare: 5 and 13.
Closed Hat: 1, 3, 5, 7, 9, 11, 13 and 15. Crash: step 1.
Swing is 0%. The Crash returns at the start of every repeated 16-step motif.
Positions above describe the first 16-step motif. A 32-step pattern repeats it twice and a 64-step pattern repeats it four times. Load groove replaces the entire active pattern, resets its row setup, uses 100% Density and 0% Human, and preserves the chosen overall Steps length.
FEATURE GUIDEOffbeat pocket
A sparse shared Kick/Rim anchor with offbeat Closed Hat and a quiet regular shaker.
How to use it
- Choose the intended slot and its 16, 32 or 64 Steps length.
- Select Offbeat pocket in Starter groove, then click Load groove.
- Press Play with Live Pattern On, then tailor the selected pattern’s lanes and levels for the song.
Controls explained
- Starter groove → Offbeat pocket
- Choose this named set of hit placements and swing.
- Load groove
- Replace the active slot with the selected starter.
How it works
Kick and Rim both land on step 9, leaving the beginning of the motif open.
Closed Hat: steps 3, 7, 11 and 15. Shaker: 1, 3, 5, 7, 9, 11, 13 and 15.
Swing is set to 6%. This describes the actual saved rhythm rather than a promise of a complete genre arrangement.
Positions above describe the first 16-step motif. A 32-step pattern repeats it twice and a 64-step pattern repeats it four times. Load groove replaces the entire active pattern, resets its row setup, uses 100% Density and 0% Human, and preserves the chosen overall Steps length.
FEATURE GUIDEDisco drive
A steady kick, offbeat Open Hat and continuous sixteenth-note shaker.
How to use it
- Choose the intended slot and its 16, 32 or 64 Steps length.
- Select Disco drive in Starter groove, then click Load groove.
- Press Play with Live Pattern On, then tailor the selected pattern’s lanes and levels for the song.
Controls explained
- Starter groove → Disco drive
- Choose this named set of hit placements and swing.
- Load groove
- Replace the active slot with the selected starter.
How it works
Kick and Cowbell: steps 1, 5, 9 and 13. Snare: 5 and 13.
Open Hat: 3, 7, 11 and 15. Shaker enables every step from 1 to 16.
Swing is 0%; the shaker carries alternating levels so its uninterrupted pattern is less flat.
Positions above describe the first 16-step motif. A 32-step pattern repeats it twice and a 64-step pattern repeats it four times. Load groove replaces the entire active pattern, resets its row setup, uses 100% Density and 0% Human, and preserves the chosen overall Steps length.
FEATURE GUIDEHip-hop pocket
Syncopated kick placements with a stronger swing setting and quieter late rim notes.
How to use it
- Choose the intended slot and its 16, 32 or 64 Steps length.
- Select Hip-hop pocket in Starter groove, then click Load groove.
- Press Play with Live Pattern On, then tailor the selected pattern’s lanes and levels for the song.
Controls explained
- Starter groove → Hip-hop pocket
- Choose this named set of hit placements and swing.
- Load groove
- Replace the active slot with the selected starter.
How it works
Kick: steps 1, 4, 8 and 11. Snare: 5 and 13.
Closed Hat: 1, 3, 5, 7, 9, 11, 13 and 15. Rim: 12 and 16.
Swing is set to 32%. The Rim uses the pitch-raised Snare variation, not a separately recorded rimshot.
Positions above describe the first 16-step motif. A 32-step pattern repeats it twice and a 64-step pattern repeats it four times. Load groove replaces the entire active pattern, resets its row setup, uses 100% Density and 0% Human, and preserves the chosen overall Steps length.
FEATURE GUIDEHat rolls
A half-time snare placement with three-hit Closed Hat rolls near phrase ends.
How to use it
- Choose the intended slot and its 16, 32 or 64 Steps length.
- Select Hat rolls in Starter groove, then click Load groove.
- Press Play with Live Pattern On, then tailor the selected pattern’s lanes and levels for the song.
Controls explained
- Starter groove → Hat rolls
- Choose this named set of hit placements and swing.
- Load groove
- Replace the active slot with the selected starter.
How it works
Kick: steps 1, 7 and 12. Snare: 9. Open Hat: 5 and 13.
Closed Hat: 1, 3, 5, 7, 8, 9, 11, 13, 15 and 16.
Closed Hat steps 8 and 16 use three repeats. Swing is 0%.
Positions above describe the first 16-step motif. A 32-step pattern repeats it twice and a 64-step pattern repeats it four times. Load groove replaces the entire active pattern, resets its row setup, uses 100% Density and 0% Human, and preserves the chosen overall Steps length.
FEATURE GUIDERide conversation
A lightly voiced Cymbal pattern with kick anchors and several snare replies.
How to use it
- Choose the intended slot and its 16, 32 or 64 Steps length.
- Select Ride conversation in Starter groove, then click Load groove.
- Press Play with Live Pattern On, then tailor the selected pattern’s lanes and levels for the song.
Controls explained
- Starter groove → Ride conversation
- Choose this named set of hit placements and swing.
- Load groove
- Replace the active slot with the selected starter.
How it works
Kick: steps 1 and 9. Snare: 7, 13 and 16.
Cymbal: 1, 5, 7, 9, 13 and 15. Closed Hat: 5 and 13.
Swing is set to 56%. The Cymbal is the supplied Cymbal sample; the preset does not add a separate ride-cymbal recording.
Positions above describe the first 16-step motif. A 32-step pattern repeats it twice and a 64-step pattern repeats it four times. Load groove replaces the entire active pattern, resets its row setup, uses 100% Density and 0% Human, and preserves the chosen overall Steps length.
FEATURE GUIDEBossa pulse
A soft rim-and-shaker pattern over syncopated kick placements.
How to use it
- Choose the intended slot and its 16, 32 or 64 Steps length.
- Select Bossa pulse in Starter groove, then click Load groove.
- Press Play with Live Pattern On, then tailor the selected pattern’s lanes and levels for the song.
Controls explained
- Starter groove → Bossa pulse
- Choose this named set of hit placements and swing.
- Load groove
- Replace the active slot with the selected starter.
How it works
Kick: steps 1, 7, 9 and 15. Rim: 1, 7 and 13.
Closed Hat: 1, 3, 5, 7, 9, 11, 13 and 15. Shaker: 1, 4, 7, 9, 12 and 15.
Swing is 0%. The selected rim sound is the pitch-raised Snare sample.
Positions above describe the first 16-step motif. A 32-step pattern repeats it twice and a 64-step pattern repeats it four times. Load groove replaces the entire active pattern, resets its row setup, uses 100% Density and 0% Human, and preserves the chosen overall Steps length.
FEATURE GUIDEPercussion circle
Interlocking low/high toms, cowbell, shaker and rim without the main kick or snare.
How to use it
- Choose the intended slot and its 16, 32 or 64 Steps length.
- Select Percussion circle in Starter groove, then click Load groove.
- Press Play with Live Pattern On, then tailor the selected pattern’s lanes and levels for the song.
Controls explained
- Starter groove → Percussion circle
- Choose this named set of hit placements and swing.
- Load groove
- Replace the active slot with the selected starter.
How it works
Low Tom: steps 1, 7, 9 and 15. Tom: 4, 8, 12 and 16.
Cowbell: 1, 4, 7, 11 and 13. Rim: 5 and 13.
Shaker: 1, 3, 5, 7, 9, 11, 13 and 15. Swing is set to 10%.
Positions above describe the first 16-step motif. A 32-step pattern repeats it twice and a 64-step pattern repeats it four times. Load groove replaces the entire active pattern, resets its row setup, uses 100% Density and 0% Human, and preserves the chosen overall Steps length.
FEATURE GUIDEHalf-time space
One central snare backbeat, a sparse kick and a final open-hat pickup.
How to use it
- Choose the intended slot and its 16, 32 or 64 Steps length.
- Select Half-time space in Starter groove, then click Load groove.
- Press Play with Live Pattern On, then tailor the selected pattern’s lanes and levels for the song.
Controls explained
- Starter groove → Half-time space
- Choose this named set of hit placements and swing.
- Load groove
- Replace the active slot with the selected starter.
How it works
Kick: steps 1, 7 and 15. Snare: 9.
Closed Hat: 1, 3, 5, 7, 9, 11, 13 and 15. Open Hat: 16.
Swing is 0%. The preset’s half-time feel is written directly into its hit placements; it does not change the session BPM.
Positions above describe the first 16-step motif. A 32-step pattern repeats it twice and a 64-step pattern repeats it four times. Load groove replaces the entire active pattern, resets its row setup, uses 100% Density and 0% Human, and preserves the chosen overall Steps length.
FEATURE GUIDEBreakbeat
A syncopated kick/snare phrase with quieter snare ghost notes and an open-hat lift.
How to use it
- Choose the intended slot and its 16, 32 or 64 Steps length.
- Select Breakbeat in Starter groove, then click Load groove.
- Press Play with Live Pattern On, then tailor the selected pattern’s lanes and levels for the song.
Controls explained
- Starter groove → Breakbeat
- Choose this named set of hit placements and swing.
- Load groove
- Replace the active slot with the selected starter.
How it works
Kick: steps 1, 7 and 11. Snare: 5, 12, 13 and 16.
Closed Hat: 1, 3, 5, 7, 9, 11, 13 and 15. Open Hat: 8.
The extra Snare strikes at 12 and 16 use 32% velocity. The main backbeats keep their stronger level. Swing is set to 8%.
Positions above describe the first 16-step motif. A 32-step pattern repeats it twice and a 64-step pattern repeats it four times. Load groove replaces the entire active pattern, resets its row setup, uses 100% Density and 0% Human, and preserves the chosen overall Steps length.
All twenty selected-lane transformations
Select a pad or row first, then choose a tool in the “<pad> lane” menu and click Apply to lane. These tools operate on that row’s current source Length, preserve other drum rows and retain stored cells beyond that Length. Existing row mute, solo and rotation remain unless a tool explicitly says otherwise. Source positions below are one-based; rotation can move their audible landing points.
FEATURE GUIDEReverse
Play the selected source phrase’s stored hit order backwards.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Reverse in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Reverse
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
The first and last source steps exchange places, then the second and second-last, across the row’s Length.
Each step keeps its complete expression as it moves. Other rows, row rotation and stored cells beyond this row’s Length remain unchanged.
This reverses event order. It does not reverse the sample’s audio waveform.
FEATURE GUIDEInvert hits
Swap every enabled and disabled gate in the selected source phrase.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Invert hits in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Invert hits
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
Enabled cells become off, and off cells become on, across the row’s current Length.
Existing per-cell expression is retained. A newly enabled cell can therefore retain an old step mute or low probability and may not sound.
The operation does not reset the row’s mute, solo or rotation. It complements the gate pattern rather than filling it with fresh defaults.
FEATURE GUIDERotate left
Move the selected lane’s source cells one step earlier with wraparound.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Rotate left in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Rotate left
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
The first source cell moves to the end of the row’s Length. All other source cells move one position earlier.
Complete step expression travels with each cell. The row rotation number itself stays as it was.
Only this lane is changed; use topbar Nudge Left when every drum row should move.
FEATURE GUIDERotate right
Move the selected lane’s source cells one step later with wraparound.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Rotate right in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Rotate right
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
The last source cell moves to the start of the row’s Length. All other source cells move one position later.
Complete step expression travels with each cell. The row rotation number itself stays as it was.
Only this lane is changed; use topbar Nudge Right when every drum row should move.
FEATURE GUIDEQuarter notes
Replace the selected lane with one hit every four source steps.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Quarter notes in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Quarter notes
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
Fresh hits are placed at source positions 1, 5, 9, 13 and so on through that row’s Length.
Generated hit velocity is 88%. Other positions become fresh off cells; probability, timing, repeats, Accent, Flam and step mute reset for the rewritten source range.
The existing row rotation is retained. Reset it to 0 when those source hits should align with literal visible quarter-note columns.
FEATURE GUIDEEighth notes
Replace the selected lane with one hit every two source steps.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Eighth notes in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Eighth notes
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
Fresh hits are placed at source positions 1, 3, 5, 7 and so on through the row’s Length.
Hits at positions 1, 5, 9 and so on use 88% velocity; the intervening eighth-note hits use 60%. Other positions become fresh off cells.
Step expression is reset in the rewritten source range. Row mute, solo and rotation are retained, so check rotation when aligning the pattern with the displayed beat.
FEATURE GUIDESixteenth notes
Replace the selected lane with a hit on every source step.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Sixteenth notes in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Sixteenth notes
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
Every source position within the row’s Length is enabled.
Positions 1, 5, 9 and so on use 88% velocity, and other hits use 60%. Probability becomes 100%, micro timing zero, repeats 1, and Accent, Flam and step mute are cleared.
Row rotation, mute and solo remain; stored source cells beyond the current row Length are retained.
FEATURE GUIDEBuild velocity
Ramp the enabled source hits from softer to stronger.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Build velocity in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Build velocity
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
The first enabled source hit is set to 30% velocity and the last to 95%, with a straight progression through the enabled hits between them.
Rests do not count as ramp steps. With one enabled hit, that hit is set to 95%.
The gate pattern and other expression remain, including mutes. The rise follows stored source order; row rotation can make the audible cycle start partway through it.
FEATURE GUIDEFade velocity
Ramp the enabled source hits from stronger to softer.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Fade velocity in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Fade velocity
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
The first enabled source hit is set to 95% velocity and the last to 30%, with a straight progression through enabled hits between them.
Rests do not count as ramp steps. With one enabled hit, that hit is set to 30%.
This changes strike levels rather than adding an audio fade envelope. Other step expression and the row’s layout remain.
FEATURE GUIDEGhost alternates
Alternate strong and quiet levels through the lane’s enabled hits.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Ghost alternates in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Ghost alternates
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
The first enabled source hit is set to 85% velocity, the second to 32%, then the strong/quiet pattern continues by enabled-hit order.
This is not simply odd/even numbered grid columns: rests are skipped when counting the hit sequence.
Probability, micro timing, repeats, Accent, Flam and mute flags are preserved. Accent can still boost the newly assigned main level.
FEATURE GUIDEAccent beats
Mark enabled quarter-position source hits as accented.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Accent beats in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Accent beats
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
Enabled source positions 1, 5, 9, 13 and so on receive Accent. Other enabled source positions have Accent cleared.
Rests stay rests. Velocity is preserved; the Accent flag applies the normal 1.18× boost when the hit is generated.
Quarter positions are based on the stored source index. With a rotated row, the visibly accented attacks may land on different displayed columns.
FEATURE GUIDEVary probability
Keep quarter-position hits certain while making other enabled hits less certain.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Vary probability in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Vary probability
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
Enabled source positions 1, 5, 9, 13 and so on get 100% Probability. Other enabled source positions get 65%.
The gates and other expression are retained. A rest at an anchor position does not become a new hit.
Global Density still multiplies these values: 100% here is not guaranteed to sound under a lower Density setting or an active mute.
FEATURE GUIDEPush offbeats
Place alternate enabled source steps slightly ahead of their grid positions.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Push offbeats in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Push offbeats
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
Enabled source positions 2, 4, 6, 8 and so on get micro timing −16. Enabled positions 1, 3, 5, 7 and so on reset their micro timing to 0.
The shift is 8% of a sixteenth-note step earlier: −10 ms at 120 BPM. Swing and Human timing are added separately.
Existing micro timing is replaced on enabled hits; gate, velocity, probability, repeats, Accent, Flam and mute are preserved.
FEATURE GUIDEPull offbeats
Place alternate enabled source steps slightly behind their grid positions.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Pull offbeats in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Pull offbeats
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
Enabled source positions 2, 4, 6, 8 and so on get micro timing +16. Enabled positions 1, 3, 5, 7 and so on reset their micro timing to 0.
The shift is 8% of a sixteenth-note step later: +10 ms at 120 BPM. Swing and Human timing can increase or reduce the total offset.
Existing micro timing is replaced on enabled hits. The other saved expression and the gate pattern remain.
FEATURE GUIDETwo-hit rolls
Give every enabled source cell two attacks within its sixteenth-note step.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Two-hit rolls in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Two-hit rolls
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
Repeats becomes 2 for every enabled cell in this row. No additional visible cells are switched on.
Each pair uses half-step spacing: 62.5 ms at 120 BPM. Both attacks use the source step’s main velocity.
Other expression remains, so a Flam may add a further grace hit and Probability/Density still gate each complete pair.
FEATURE GUIDEThree-hit rolls
Give every enabled source cell three evenly spaced attacks within its step.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Three-hit rolls in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Three-hit rolls
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
Repeats becomes 3 for every enabled cell in this row.
Spacing is one third of a sixteenth-note step: about 41.7 ms at 120 BPM. These are local three-hit subdivisions inside existing cells, not a change to the song’s meter.
Other expression remains; probability decisions apply to each complete three-hit group.
FEATURE GUIDEFour-hit rolls
Give every enabled source cell four evenly spaced attacks within its step.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Four-hit rolls in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Four-hit rolls
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
Repeats becomes 4 for every enabled cell in this row.
Spacing is one quarter of a sixteenth-note step: 31.25 ms at 120 BPM. The row’s number of enabled cells is unchanged.
Velocity and other expression remain. Dense rolls can make a sustained texture because the samples retain their natural decay.
FEATURE GUIDEFlam accents
Put flams on enabled quarter-position source hits and remove them from other enabled hits.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Flam accents in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Flam accents
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
Enabled source positions 1, 5, 9, 13 and so on receive Flam. Other enabled source positions have Flam cleared.
This uses source position rather than testing whether the separate Accent flag is already on. It does not add Accent or create gates on rests.
The ordinary flam behaviour applies: a softer grace strike normally 18 ms early, clipped at the pattern start.
FEATURE GUIDEReset expression
Keep each enabled hit and its velocity while returning its other expression to defaults.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Reset expression in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Reset expression
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
Enabled steps keep their on state and existing velocity. Probability resets to 100%, micro timing to 0, repeats to 1, and Accent, Flam and step mute are cleared.
Clearing step mute can make a previously silenced enabled hit audible again.
Disabled cells are not rewritten by this tool. Pattern Swing, Human, Density and row mute/solo/rotation remain, so resetting expression does not make the whole pattern completely straight or guaranteed.
FEATURE GUIDEClear lane
Reset every source cell within the selected row’s current Length to a fresh off state.
How to use it
- Select the intended drum pad or row name; check that name above the lane tool selector.
- Choose Clear lane in the selected lane menu.
- Click Apply to lane, then audition the change in the complete groove.
Controls explained
- Selected lane → Clear lane
- Apply this transformation only to the chosen row’s current source length.
- Apply to lane
- Write the selected transformation into that row.
How it works
Hits and rests in the active source range become default off cells: 85% velocity, 100% Probability, zero micro timing, one repeat, no Accent, Flam or step mute.
Other drum rows are untouched. This row’s mute, solo, Length and rotation remain.
Stored cells beyond this row’s current Length are retained. To clear all retained data across every drum row in the slot, use the topbar Clear operation instead.
Microphones, audio setup and imported recordings
Use waveform tracks for a microphone, a line input, an existing recording or a backing track. These sources are separate from editable marimba and drum note events.
FEATURE GUIDEChoose an input device and mono or stereo format
Audio Setup selects the device and channel format used by microphone/line-input tracks.
How to use it
- Stop recording before changing input settings.
- Open Tools → Audio Setup, or click the audio-health indicator at the top.
- Use Refresh Inputs and allow microphone permission when the browser asks.
- Choose Input device and select Mono or Stereo under Input format.
- Click Save Audio Setup to apply the selection.
Controls explained
- Input device
- System default or an available named audio input.
- Input format
- Mono or Stereo.
- Refresh Inputs
- Requests/refreshes the available input list.
- Save Audio Setup
- Saves device, channels, monitoring and compensation choices.
- Cancel
- Closes the setup without applying the edited settings.
How it works
System default follows the operating system’s current default audio input. A named device selects that input explicitly.
Device names may be hidden until the browser has microphone permission.
Mono requests one input channel and Stereo requests two; the actual interface and browser determine the available signal.
The recording request disables automatic gain control, echo cancellation and noise suppression where the browser honors those constraints, helping retain the instrument’s own sound.
Saved input choices are stored in this browser. Selecting a device here does not change your computer’s operating-system input configuration.
FEATURE GUIDECheck input level and monitor through headphones
Test Input lets you inspect the incoming signal before recording. Input monitoring lets you hear the live input through the studio’s track chain.
How to use it
- Choose the device and format in Audio Setup.
- Click Test Input and speak or play at the loudest level you expect to record.
- Check the meter and dBFS reading; reduce the interface or microphone gain if it says Clipping.
- Click Stop Test when finished.
- Enable Input monitoring and save the setup, or use the selected input track’s Monitoring On / Monitoring Off button.
Controls explained
- Test Input / Stop Test
- Starts or ends the temporary live level test.
- Input meter
- Shows incoming peak level, dBFS or Clipping.
- Input monitoring
- Enables listening through the studio.
- Monitoring On / Monitoring Off
- Toggles monitoring from a selected microphone/line-input track.
How it works
Test Input is a level check, not a saved take.
The meter reports the signal arriving from the device. Adjust the physical interface gain when the input itself clips; lowering a later track fader cannot repair clipped source audio.
Monitoring routes the microphone/line input through the selected audio track and its effects so you can hear the processed signal.
Monitoring does not mean the effects are permanently printed into the stored source file: the recorded source and editable track effects remain separate.
Closing Audio Setup stops an active input test. Changing the live input track stops unused audio input paths.
FEATURE GUIDEAdjust recording alignment without promising zero delay
Recording compensation moves newly captured material earlier or later on the timeline. It helps alignment; it cannot remove physical device delay.
How to use it
- Open Audio Setup and inspect Browser audio latency.
- Enable Low-latency recording mode if appropriate for your device.
- Use Browser Baseline to place the browser-reported estimate in Recording compensation.
- Make a short click or precisely timed test recording against a known reference.
- If the captured result is late, increase positive compensation; if it is too early, reduce compensation or use a negative value.
- Click Save Audio Setup and make another short test.
Controls explained
- Low-latency recording mode
- Requests the interactive latency setting on the next audio-context creation/reload.
- Recording compensation
- −500 to +500 ms.
- Use Browser Baseline
- Copies the reported baseline into the compensation field.
- Browser audio latency
- Shows a browser estimate when available; some browsers do not report it.
How it works
Recording compensation accepts −500 to +500 milliseconds in 1 ms steps. Positive values move newly captured timing earlier; negative values move it later.
The compensation applies to newly recorded virtual note events and recorded audio alignment. It does not retime all material that was recorded previously.
Use Browser Baseline is an estimate based on the browser’s reported audio latency, not an acoustic or cable loopback measurement of your whole recording system.
Low-latency mode requests an interactive audio context; a changed latency mode takes effect after the next page reload.
Bluetooth, hardware buffers, browser scheduling, codecs and input/output hardware can still introduce delay. A low displayed base latency is not a guarantee of zero round-trip latency.
FEATURE GUIDERecord a microphone or line-input waveform
A microphone/line-input track records audio rather than trying to identify the notes you played.
How to use it
- Add a Microphone / line input track or select an existing input track.
- Open Audio Setup to select the correct input and test its level.
- Choose the start position and count-in, then press Record and allow microphone permission.
- Perform the part and press Record or Stop to finish.
- Wait for finalization, then select the new waveform region to inspect or edit it.
Controls explained
- Microphone / line input track
- Receives the selected browser audio input.
- Record
- Captures the waveform while arrangement playback can provide accompaniment.
- Finalizing audio take
- Indicates that recording has stopped and the captured source is still being processed.
How it works
The input is captured through the browser’s supported recording format and decoded for waveform editing. The available codec depends on the browser.
A microphone take becomes an audio region with its own source, offset, duration and fades. It does not become editable marimba-note names.
A short preparation preroll is trimmed when the captured region is aligned, and saved compensation is applied to the new recording.
If Record is pressed while an imported backing-track channel is selected, a separate audio recording track is created so the backing source is retained.
If the input disconnects or capture fails, the studio reports the problem and stops the recording flow. Review the resulting take before continuing.
FEATURE GUIDEImport, inspect and shape an audio region
Import Audio adds an existing recording or backing track. Selecting its waveform reveals region-level editing controls.
How to use it
- Use Tools → Import Audio, the audio track’s Import Audio button, or drag supported audio files onto the timeline.
- Choose a decodable audio file. Common choices include WAV, MP3, M4A, AAC, FLAC and OGG; support depends on the browser.
- The imported region is placed at the playhead or timeline drop position, following Snap when enabled.
- Select the waveform region to display its Name, Gain, fades and Curve controls in Arrange.
- Use Split at Playhead, Duplicate, Reverse or Normalize as needed, then listen through the transition.
Controls explained
- Import Audio
- Chooses existing audio files.
- Name
- Changes the selected region label.
- Gain
- Visible region slider: 0–200%.
- Fade In / Fade Out
- Fade times in seconds, up to half the region length each.
- Curve
- Equal Power, Linear or Exponential.
- Split at Playhead / Duplicate
- Create separate editable source-linked regions.
- Reverse / Unreverse
- Changes or restores playback direction.
- Normalize
- Adjusts region gain using its waveform peak estimate.
How it works
Importing onto an existing audio track adds a region to that track. Importing without an audio-track target creates an imported-audio track. Multiple chosen files are processed in order.
Name changes the region label. Gain adjusts that region independently of the whole-track fader; the visible slider covers 0–200%.
Fade In and Fade Out are measured in seconds and each is limited to half the region’s duration. Curve offers Equal Power, Linear and Exponential.
Split at Playhead separates one region into two source-linked regions; Duplicate places a copy after the selected region. Reverse toggles its playback direction without rewriting the original source.
Normalize estimates the selected source window’s peak and changes region gain toward 98% peak, with a maximum 4× gain. It is a non-destructive level adjustment, not noise reduction or loudness mastering.
Audio decoding, available memory and browser storage determine practical file sizes. The app does not promise that every audio codec or arbitrarily large file will import.
MIDI keyboards and performance controllers
MIDI carries performance messages rather than microphone audio. A supported browser can use those messages to play the selected virtual marimba or drum track.
FEATURE GUIDEConnect a device and choose its routing
Open MIDI Settings to see whether the browser has access to your keyboard or controller.
How to use it
- Connect the device before opening MIDI Settings where possible.
- Click the MIDI badge and allow MIDI access if the browser asks.
- Check Status and Device, then choose an Active Input or leave All devices selected.
- Choose Any channel or Channel 1–16 in Channel Filter.
- Select the intended marimba or drum track, close the dialog and play a few notes.
Controls explained
- Status / Device
- Shows access state and detected input count.
- Active Input
- All devices or a specific connected port.
- Channel Filter
- Any channel or one of MIDI channels 1–16.
- Done
- Closes MIDI Settings.
How it works
Web MIDI availability depends on the browser and page permissions. A MIDI-unsupported status means the browser does not expose the feature here; it does not prove the keyboard is faulty.
All devices accepts input from connected ports. A named Active Input restricts playing to that device.
Channel Filter applies to the incoming performance and controller messages; match it to the transmitting device or use Any channel.
MIDI follows the selected live input track. It does not route different incoming channels to several tracks simultaneously.
Audio waveform tracks do not receive virtual instrument notes from MIDI. Select a marimba or drum channel for MIDI playing.
FEATURE GUIDEPlace your keyboard inside the instrument’s range
Octave and Transpose shift incoming MIDI note numbers before they are matched to available bars or pads.
How to use it
- Choose the desired Alto, Tenor, Bass or drum track.
- Use Octave − / + to shift by whole octaves, from −2 to +2.
- Use Transpose to add a further −12 to +12 semitones.
- Play within the instrument’s mapped range and check the highlighted bar or MIDI Monitor.
Controls explained
- Octave − / +
- Whole-octave input shift from −2 through +2.
- Transpose
- Additional incoming-note shift from −12 through +12 semitones.
How it works
Alto uses available natural and F-sharp sample bars across MIDI notes 55–89; Tenor uses its available bars across 55–76. Notes in unmapped chromatic gaps are not invented or synthesized.
Bass uses its own lower note map: C, D, E, F, G, A, B, C2 and D2 at MIDI notes 36, 38, 40, 41, 43, 45, 47, 48 and 50.
Live drum triggering uses consecutive incoming notes 36–47 in this order: Kick, Snare, Closed Hat, Open Hat, Cowbell, Cymbal, Tom, Kick 2, Rim, Shaker, Crash, Low Tom.
This live drum input layout differs from the General MIDI percussion note map used when exporting a .mid file.
The changes are input mappings. They do not transpose every note already stored in a take; use the Note Editor pitch tools for that task.
FEATURE GUIDEChoose a velocity response
Velocity Curve changes how incoming key-strike strength becomes the recorded and played note velocity.
How to use it
- Open MIDI Settings and choose a Velocity Curve.
- Test soft, medium and strong strikes on the selected instrument.
- Use Linear for a direct response, Soft for quieter intermediate strikes, Hard for stronger intermediate strikes, or Fixed Loudness for an even response.
- Record a short phrase and inspect its velocities in the Note Editor.
Controls explained
- Velocity Curve
- Linear, Soft, Hard or Fixed Loudness.
How it works
Linear maps the incoming 0–127 strike value proportionally to the note velocity.
Soft reduces intermediate velocities; Hard raises them relative to Linear. The names describe this app’s response choices, not a hardware sensitivity calibration.
Fixed Loudness uses 85% velocity for each accepted note-on, regardless of the keyboard’s strike strength.
TRG octave partners use 85% of the main note’s resulting velocity.
Note-off messages, including note-on messages with zero velocity, release the held-key state; they do not create another recorded strike.
FEATURE GUIDEUse pitch bend, sustain, modulation and pressure
Supported MIDI expression messages control live sound or the selected track’s sound settings.
How to use it
- Choose the Pitch Bend range in MIDI Settings, from ±2 to ±24 semitones.
- Use your device’s pitch wheel while virtual notes are ringing.
- Use CC1/mod wheel to change the rumble stroke interval, and CC64/sustain to retain held-note behavior until pedal release.
- Use channel aftertouch for reverb amount or polyphonic pressure for stereo width if your device sends those messages.
- Use CC7 if you want the controller to change the studio’s master level.
Controls explained
- Pitch Bend
- Range ±2–±24 semitones; default ±12.
- Mod wheel / CC1
- Changes rumble interval, 500–50 ms.
- Sustain pedal / CC64
- Holds/release the live held-note state.
- Channel aftertouch
- Controls reverb wet amount.
- Polyphonic pressure
- Controls stereo width.
- Volume / CC7
- Changes the studio master level.
How it works
Pitch Bend defaults to ±12 semitones and changes the rate of active MIDI-triggered samples on the selected track.
CC1 maps the controller’s value to a rumble interval between 500 ms at its minimum and 50 ms at its maximum. It changes the speed setting; it does not by itself turn rumble on.
CC64 values of 64 or more hold sustain; lower values release it. Marimba samples still have their own natural decay, and sustained key state is not an endlessly sustained oscillator.
Channel aftertouch sets reverb wet amount from 0–100% and can enable reverb. Polyphonic pressure maps stereo width through approximately 75–150%.
CC7 changes master output level, not just the selected track’s fader.
Recorded takes store strikes with note, time and velocity. Wheel curves, pedal gestures and pressure changes are not recorded as editable timeline automation or reconstructed by Standard MIDI export.
FEATURE GUIDELearn transport buttons and clear stuck MIDI notes
MIDI Settings includes transport learning, a recent-message monitor and an emergency all-notes-off command.
How to use it
- Click Learn Record or Learn Play.
- Press the controller button that sends the desired MIDI control-change message.
- Check MIDI Monitor for the learned CC number, then test the button after closing the dialog.
- Use Panic / All Notes Off if a controller disconnect or missed release leaves notes or repeated strokes active.
- Use Clear Monitor when you want a fresh diagnostic log.
Controls explained
- Learn Record
- Learns a CC button for the Record toggle.
- Learn Play
- Learns a CC button for the Play toggle.
- Panic / All Notes Off
- Stops active tracked MIDI voices and clears held-note state.
- Clear Monitor
- Resets the recent-message display.
- MIDI Monitor
- Shows recent accepted device messages and actions.
How it works
Transport learning accepts a control-change message with value 127. Buttons that send another message type or never reach 127 will not complete this learning action.
The learned Record button toggles start/finish recording, including cancellation during recording preparation. The learned Play button toggles playback.
Active Input and Channel Filter still determine which device/channel messages are accepted.
Panic stops tracked live MIDI voices and rumble, clears held and sustain states, and resets live pitch-bend state. It does not delete notes already recorded in your arrangement.
MIDI Monitor retains a short recent history, including accepted notes and controller actions. Clear Monitor clears the displayed history, not the session.
Edit imported and recorded audio regions
Select an audio track and open Note Editor to reveal the waveform inspector. Its placement, source window, gain and fade controls operate on the selected region.
FEATURE GUIDEChoose an audio region and inspect its source
The region selector matters when an audio track contains several recordings or imports.
How to use it
- Select an audio region in Arrange, then choose Note Editor.
- Use the Region selector to choose a different part on that track.
- Check the source duration, channel count and sample rate beneath the waveform.
Controls explained
- Region selector
- Choose the exact audio region to edit.
- Waveform
- Preview the selected source segment.
- Source metadata
- Channel count, sample rate and original source duration.
How it works
If no audio exists on the selected track, the inspector offers Import audio.
The waveform previews the chosen source window and reflects forward/reverse direction.
Audio tracks do not provide editable marimba/drum event rows; use the audio fields and region tools instead.
FEATURE GUIDESeparate song placement from source selection
Timeline start/length place the audio; source offset/window decide which recorded material is used.
How to use it
- Set Timeline start to place the region on the song.
- Set Source offset to the beginning of the wanted material and Source window to the span you want to use.
- Set Timeline length, then enable Loop region if that source window should repeat to fill a longer part.
Controls explained
- Timeline start
- Where the region begins in the song.
- Timeline length
- How much song time the region spans.
- Source offset
- Where to begin within the original audio.
- Source window
- How much source audio to use per pass.
- Loop region
- Repeat the chosen source window.
How it works
All these values use seconds. Source offset is measured within the stored original audio; it does not move the region on the song timeline.
The source window is limited to available source audio. When changing its offset, the editor shortens the window if needed to keep it inside the source.
A looping region repeats its source window. Extending a nonlooping timeline region is not audio time stretching; it does not create new recorded material.
Source-window edits retain the original audio source. Changes to the region fields support Undo.
FEATURE GUIDESmooth audio edges and balance a region
Use region gain, fades and direction without changing other regions on the same track.
How to use it
- Set Region gain to balance this part before the track fader.
- Enter Fade in and Fade out durations and select a fade curve.
- Use Reverse or Play forward to change playback direction. Normalize can bring the source segment peak toward the standard target.
Controls explained
- Region gain
- Adjust this region independently of the whole channel.
- Fade in / Fade out
- Set edge fade duration in seconds.
- Fade curve
- Choose the fade shape.
- Reverse / Play forward
- Switch region playback direction.
- Normalize
- Set a region gain based on its source peak.
- Crossfade with next
- Form an equal-power overlap between neighbouring regions.
How it works
Region gain supports0–400%;100% is unchanged. High gains can overload a mix, so watch the master output peak.
Each fade is bounded to half the region’s timeline length. Fade curves are Equal power, Linear and Exponential.
Commands offer fixed fade-in/out values of0,10,50,100,250 or500ms;0 removes that fade.
Normalize analyzes the chosen source segment and changes region gain toward a0.98 peak target; it does not rewrite the stored source.
Crossfade selected audio region with next uses the next region on the same track. Move the regions close together first: gaps greater than250ms are rejected. The normal crossfade requests120ms, bounded by each region’s length, and may move the following region earlier to form the overlap.
Undo and safe editing
Undo/redo lets you try arrangement and processing changes, while backups keep a separate editable copy of the project.
FEATURE GUIDETry an edit, then compare
Use Undo/Redo for arrangement changes such as moving, splitting, processing notes, and many mix actions.
How to use it
- Choose Undo or Ctrl/Cmd+Z to return to the previous saved edit state.
- Choose Redo or Ctrl/Cmd+Shift+Z to reapply it. Ctrl/Cmd+Y is also available outside text/control fields.
- Download a Project backup before a major restructuring or before clearing browser storage.
Controls explained
- Undo / Redo
- Step through captured edit states.
- Project backup
- Download editable project data including audio sources.
- Save session
- Save the current session in this browser.
How it works
History keeps up to80 arrangement snapshots. Making a new edit clears the redo branch.
Undo restores an arrangement snapshot and stops playback. It also restores the active track, region selection and relevant session data.
Not every continuous UI action is guaranteed to create its own history entry. History is a working-session aid, not a substitute for portable project backups.
Arrangement changes are blocked during recording, playback preparation and recording finalization; finish or wait first.
Commands, shortcuts and focus
The Commands search reaches all184 production actions. Keyboard behaviour follows the focused control so you can type, adjust values and play instruments without accidental edits.
FEATURE GUIDEFind any production command
Search by a tool name or category instead of memorising every menu.
How to use it
- Click Commands or press Ctrl/Cmd+K.
- Type one or more words such as quantize, harmony, marker or export.
- Use Up/Down to browse results and Enter to run, or click a command. Escape closes the search.
Controls explained
- Ctrl/Cmd+K
- Open command search, including from a focused field.
- Up / Down + Enter
- Browse and run a matching command.
- Escape
- Close the command dialog.
How it works
Search matches both command names and their groups. Groups include Project, Transport, Tracks, Regions, Timing, Pitch & harmony, Dynamics, Effects, Audio regions and Export.
A command uses the current track, selected region and note selection as appropriate. Select the target before opening Commands.
Commands offer operations beyond the main toolbar, including note-editor zoom, note processing, stereo treatments, marker navigation and custom shortcut settings.
FEATURE GUIDEUse the main workstation keys
Ctrl is the workstation modifier on Windows/Linux; Cmd serves the same role on macOS.
How to use it
- Click the timeline or Note Editor canvas when you want workspace shortcuts.
- Use Ctrl/Cmd+1,2,3 for Arrange, Note Editor or Mixer; Space starts/stops playback.
- Use the correct context for Ctrl/Cmd+C/X/V: regions on the timeline, selected notes inside the editor, and ordinary text in text fields.
Controls explained
- Ctrl/Cmd+1 / 2 / 3
- Arrange / Note Editor / Mixer.
- Space
- Play or stop outside text and control fields.
- Ctrl/Cmd+S
- Save the local browser session.
- Ctrl/Cmd+B / D
- Split / duplicate a selected region.
- Alt+Up / Down
- Select a neighbouring track.
- Tab / Shift+Tab
- Move keyboard focus.
- Escape
- Close the active dialog/FX, or stop and panic in the workspace.
How it works
Ctrl/Cmd+S saves locally; Z undoes and Shift+Z redoes; B splits a region; D duplicates a region. Alt+Up/Down selects the previous/next track.
Tab and Shift+Tab move through visible controls. A button keeps its normal keyboard activation; a select keeps its arrow-key selection behaviour.
Open dialogs keep keyboard focus inside the dialog. Escape closes a dialog or FX panel; outside those contexts it stops playback and sends a MIDI panic.
Plain letters such as R,C,M,S,T,F and L may be instrument notes on the selected channel. Musical note mappings take priority. Use buttons, Commands or a custom modified shortcut when a letter is also a note.
FEATURE GUIDEAssign your own production shortcuts
Give a command a Ctrl/Cmd+Alt key combination, with optional Shift, and save it in this browser.
How to use it
- Open Commands and run Customize keyboard shortcuts.
- Choose the command, click the Shortcut field, then press Ctrl/Cmd+Alt plus the desired key. Add Shift for another layer.
- Read any reassignment notice and click Assign shortcut. Close the dialog and use the binding from the workspace.
Controls explained
- Command selector
- Choose the production action.
- Shortcut capture
- Record Ctrl/Cmd+Alt+[Shift]+physical key.
- Assign shortcut
- Save or reassign the captured binding.
- Remove binding for this command
- Delete the selected command’s binding.
- Saved binding list
- Review keys and their assigned actions.
How it works
Bindings use the physical key position and are saved to this browser. They are not included as a shared account preference or portable project setting.
Assigning an already-used key combination moves it from the earlier command. Assigning another key to a command replaces that command’s previous binding.
Choose a command and use Remove binding for this command to clear it.
Custom bindings do not run while typing, using buttons/selects, or working inside a modal or open FX panel. Holding a key does not repeatedly rerun a custom command.
Track effects, sound shaping and presets
Open FX on the selected track to shape its sound. Effects are track settings that can be changed after note recording or audio capture; they are separate from the original recorded source.
FEATURE GUIDEUnderstand the track signal flow
Track level and pan feed the dry and reverb branches, followed by EQ, delay, compression and stereo width before the master output.
How to use it
- Select the track you want to process.
- Click FX, or use that track’s FX button in the Mixer.
- Check the panel heading to confirm which track is being edited.
- Enable the desired effect with its small power button and adjust its sliders while listening.
- Watch the FX status bar and mixer levels as you work.
Controls explained
- FX
- Opens the selected track’s effects panel.
- Effect power buttons
- Enable or disable Reverb, Delay or Compression.
- FX status bar
- Summarizes the current processing state.
- Panel ×
- Closes the effects panel.
How it works
The dry signal remains present when reverb is enabled; Reverb Wet adds the room contribution.
EQ processes the dry/reverb combination. Delay receives the EQ output, and its repeats join the dry branch before compression and width.
Track volume and pan remain effective when track effects are bypassed. The master output still has its limiter.
The status bar summarizes active reverb, delay, compression, EQ, pitch, width and enhanced-rumble settings, or indicates bypass/dry state.
Audio tracks share reverb, delay, EQ, compression and width. Their FX panel hides virtual-instrument Pitch Shift and marimba Rumble Settings.
FEATURE GUIDEAdd room sound with Reverb
Reverb adds space around a part. Size, Wet and Decay shape the room contribution independently.
How to use it
- Enable Reverb with its power button.
- Start with a modest Wet level so the strikes remain clear.
- Increase Size for a larger room impression.
- Adjust Decay to change how the reverberant texture dies away.
- Listen with the complete arrangement, not only the soloed instrument.
Controls explained
- Reverb power
- Turns the reverb branch on or off.
- Size
- 0–100%; default 40%.
- Wet
- 0–100%; default 25%.
- Decay
- Visible range 10–100%; default 40%.
How it works
Size is presented as 0–100%; the generated room response spans roughly 0.5–4.5 seconds as Size increases.
Wet is 0–100% and controls the level of the reverb branch added to the unchanged dry branch.
The visible Decay slider is 10–100%; it shapes the decay of that room response. It is not labelled in seconds.
Changing the sliders retains the original recorded notes or audio source.
A WAV render with effects includes the chosen room response and allowance for its tail.
FEATURE GUIDECreate repeats with Delay
Delay adds timed echoes. Its Time control is a duration in milliseconds, not an automatic musical subdivision selector.
How to use it
- Enable Delay.
- Choose Time to place the first repeat.
- Set Feedback for the number and persistence of further repeats.
- Set Wet for the echo level and balance it against the original strikes.
- Reduce feedback and wet level if repeated parts obscure the next phrase.
Controls explained
- Delay power
- Enables the echo branch.
- Time
- 10–1000 ms; default 300 ms.
- Feedback
- Visible range 0–90%; default 30%.
- Wet
- 0–100%; default 20%.
How it works
The Time slider covers 10–1000 ms, displayed in milliseconds; the default is 300 ms.
Feedback’s visible slider covers 0–90%; higher settings make echoes persist much longer.
Wet is 0–100%; the default is 20%.
Delay Time does not automatically follow a later BPM change. At 120 BPM, for example, 500 ms is a quarter note and 250 ms an eighth note; enter an appropriate time by ear or calculation.
The WAV render accounts for delay tails, including the case where reverb feeds the delay.
FEATURE GUIDEBalance tone with the three-band EQ
The EQ has fixed frequency bands and adjustable gain, helping you separate Bass weight, middle detail and upper attack.
How to use it
- Select the track and open its FX panel.
- Adjust Low (250Hz) to add or reduce low-frequency weight.
- Adjust Mid (1kHz) to shape the body and presence of the part.
- Adjust High (8kHz) to brighten or soften the upper attack.
- Use modest adjustments and recheck the sound in the full mix.
Controls explained
- Low (250Hz)
- Low-shelf gain, −12 to +12 dB.
- Mid (1kHz)
- Peaking-band gain, −12 to +12 dB.
- High (8kHz)
- High-shelf gain, −12 to +12 dB.
How it works
Each visible EQ slider spans −12 to +12 dB, with 0 dB as a neutral starting point.
Low and High are shelf filters; Mid is a fixed-frequency peaking band. This panel does not offer variable frequency or Q controls.
The small EQ bars visualize the settings; they are not a frequency-spectrum measurement.
EQ has no separate power switch. Return all three bands to 0 dB for neutral EQ, or use Bypass All to bypass the whole track-effects chain.
FEATURE GUIDEControl dynamic range with Compression
Compression reduces the difference between louder and quieter signal peaks after EQ and delay.
How to use it
- Enable Compression.
- Lower Threshold until the louder strikes are being controlled to the degree you want.
- Choose Ratio for stronger or gentler peak reduction.
- Adjust Attack to preserve or soften the initial strike.
- Adjust Release so the level recovers naturally between musical gestures.
- Compare at a sensible listening level and check the whole arrangement.
Controls explained
- Compression power
- Enables or disables track compression.
- Threshold
- −60–0 dB; default −20 dB.
- Ratio
- 1:1–20:1; default 4:1.
- Attack
- Visible 0–100 ms, effective minimum 1 ms; default 10 ms.
- Release
- 10–1000 ms; default 250 ms.
How it works
Threshold spans −60 to 0 dB; the default is −20 dB.
Ratio spans 1:1–20:1; 1:1 produces no dynamic reduction, and the default is 4:1.
The visible Attack slider covers 0–100 ms, but the effective engine minimum is 1 ms. The default is 10 ms.
Release spans 10–1000 ms, defaulting to 250 ms.
This panel does not provide a separate makeup-gain or sidechain control. Use the track level for the overall balance.
FEATURE GUIDESet fixed pitch, stereo width and rumble behavior
Pitch Shift changes sample rate on virtual instrument tracks. Width shapes the stereo image; Rumble Settings shape repeated marimba strokes.
How to use it
- On a marimba or drum track, move Semitones to choose a fixed pitch offset.
- Set Stereo Width to 0% for mono, 100% for the ordinary image, or above 100% for a wider image.
- On a marimba, adjust Rumble Speed and Enhanced as needed.
- Check the result in mono as well as stereo before exporting.
Controls explained
- Semitones
- Fixed virtual-instrument pitch offset, −12–+12.
- Width
- 0–200%; default 100%.
- Rumble Speed
- 50–500 ms between live repeats; default 125 ms.
- Enhanced
- Alternating rumble dynamics.
How it works
The visible Pitch Shift range is −12 to +12 semitones. It changes sample playback rate, so sample length changes with pitch. It is not independent formant-preserving pitch processing.
Pitch Shift changes how existing note events sound without rewriting their displayed note names.
Width covers 0–200%: 0 is mono, 100 is normal, and 200 is the widest setting. A mono source may offer little extra width without stereo-generating processing.
Rumble Speed is 50–500 ms. Enhanced alternates softer repeated strokes. These settings do not turn an existing single recorded note into a programmed roll on playback; live rumble is recorded as repeated strikes.
Pitch Shift is hidden for audio tracks; Rumble Settings are hidden for audio and drum tracks.
FEATURE GUIDEApply, save, copy, compare and reset effects
Preset and comparison tools make it easier to reuse a sound and judge a new treatment against the settings you started with.
How to use it
- Choose a preset in the FX selector and click Apply.
- Adjust the result, then use Save Preset and give it a useful name if you want to reuse it.
- Use Copy FX, select another track and use Paste FX to transfer the sound settings.
- After editing, click Compare to hear the settings from when the FX panel was opened; click Compare again to return to your edited version.
- Use Bypass All for a temporary full-chain bypass, or Reset Mix & FX when you intentionally want to restore the default mix and effect values.
Controls explained
- Preset selector / Apply
- Choose and apply a built-in or browser-saved preset.
- Save Preset / Delete Preset
- Create or remove custom browser-local presets.
- Copy FX / Paste FX
- Transfer the FX snapshot between tracks.
- Compare
- Audition the panel-opening baseline and return to the working sound.
- Bypass All / Bypass On
- Temporarily bypass the track’s effect processing.
- Reset Mix & FX
- Restores default mix, pitch and effect settings.
How it works
Built-in presets are Hall Glow, Echo Garden, Warm Bass Bed, Bright Lead Lift and Tight Ensemble. They target spacious, echo, warm-bass, bright-lead and tighter-ensemble treatments.
Built-in presets set their defined parameters while retaining other current parameters. Applying one is not equivalent to resetting the complete track first.
Save Preset stores a custom FX snapshot in this browser. Delete Preset removes the selected saved custom preset; built-in presets cannot be deleted.
Copy FX and Paste FX transfer effects, fixed pitch, width and rumble settings. They do not copy the track’s notes, volume or pan.
Compare temporarily restores the panel-opening baseline. Editing controls are disabled during that comparison. Returning from Compare, closing the panel or saving restores the working settings.
Bypass All becomes Bypass On while active. It bypasses reverb, delay, EQ, compression and width without deleting their settings. Fixed sample pitch, level and pan are retained.
Reset Mix & FX resets more than effects: it also restores track level to 80%, centers pan and returns fixed pitch to zero.
Takes and recording cleanup
The FX panel includes take management for virtual instruments and region management for waveform tracks. Take cleanup changes stored event data, so listen and use Undo when an edit is not what you intended.
FEATURE GUIDEChoose a take and create another editable pass
The take list shows the regions on the selected note track and identifies the active editing target.
How to use it
- Open FX on a marimba or drum track.
- Click a take to make it the current editing and recording target.
- Click New Take for an empty pass.
- Use Duplicate Take when you want another copy at the same region position for editing.
- Reposition a duplicated region on the timeline if it should become a later section rather than an overlapping layer.
Controls explained
- Recording Takes / Pattern Takes
- Lists note takes on marimba/drum tracks.
- New Take
- Creates an empty active note take.
- Duplicate Take
- Duplicates the active note take.
- Audio Regions
- Lists waveform regions on an audio track.
- Duplicate Region
- Copies the selected audio region.
How it works
Each list entry displays its take number, note count and duration.
All unmuted arrangement takes can play. Selecting T1 instead of T2 is not an exclusive take-comp switch.
Duplicate Take duplicates the active take as another editable take, preserving the source position. The timeline’s Duplicate region command instead places a copy after the selected region.
Drum tracks label this area Pattern Takes. Audio tracks label it Audio Regions and hide New Take.
Use Delete Region for an audio region; audio-track Duplicate Region acts on the selected waveform rather than duplicating a virtual note take.
FEATURE GUIDEClean timing and dynamics across an entire take
Quantize Take, Humanize Take and Tighten Velocity operate on the active take rather than only the Note Editor’s current note selection.
How to use it
- Select the intended take in FX.
- Choose the desired Grid in Controls before using Quantize Take.
- Use Quantize Take for deliberate grid alignment, or Humanize Take for small timing and velocity variation.
- Use Tighten Velocity for more consistent strike levels.
- Play the result with its accompaniment and use Undo if needed.
Controls explained
- Quantize Take
- Aligns the entire active note take to the chosen grid.
- Humanize Take
- Adds small timing and dynamic differences to the active note take.
- Tighten Velocity
- Reduces the active take’s dynamic spread.
How it works
Quantize Take moves note starts to the chosen grid in absolute session time. It works even when Snap is switched off.
Humanize Take adds randomized timing variation up to one thirty-second of a quarter-note duration in either direction; at 120 BPM that is about ±15.6 ms. It also varies velocity by up to ±8 percentage points and limits the resulting velocity to 20–100%.
Tighten Velocity draws velocities toward 78%, retaining 45% of their original distance from that target; the final range is limited to 35–100%.
These controls change stored note events. They are not non-destructive effect inserts.
Audio regions hide these three note-only tools because waveform audio does not contain editable marimba strike events.
FEATURE GUIDEClear a take, delete a region or export the track
The bottom of FX provides cleanup and single-track export actions.
How to use it
- Select the take or audio region that needs attention.
- For a note take, click Clear and confirm only if you want to remove that take’s recorded notes.
- For a waveform track, select the waveform and use Delete Region.
- Use Export Track as WAV when you want a rendered stem of the current track.
- Save the session or a portable project backup after the arrangement is settled.
Controls explained
- Clear
- Clears the active virtual-instrument take after confirmation.
- Delete Region
- Removes the selected waveform region.
- Export Track as WAV
- Renders a track stem.
- Duplicate Track
- Copies the full track and its settings.
- Delete Track
- Removes the complete track after confirmation.
How it works
Clear replaces the active note take with a fresh empty one; it does not clear every track in the session.
Delete Region removes the selected waveform region from the arrangement. It is not a global deletion of every audio source or profile recording.
Export Track as WAV renders the track’s arrangement content, including its unmuted takes or regions. It is not limited to the currently selected take.
Single-track WAV export uses the current master level and the current Include effects choice from the Bounce dialog. Muted tracks are excluded from export.
Track deletion and mix reset are separate actions. Duplicate Track copies a complete track with its clips and sound settings when you need a larger alternative version.
WAV, profile recordings and MIDI export
Choose WAV for the sound you have mixed, Standard MIDI for editable instrument-event exchange, and a portable project backup when you need to preserve the whole editable Recording studio project.
FEATURE GUIDEBounce the arrangement to a WAV file
Bounce renders the chosen tracks into one stereo audio file that can be played or shared outside Recording studio.
How to use it
- Finish recording and wait for any audio finalization.
- Click Export mix, Tools → Bounce, or run Export WAV mix with effects from the command centre.
- Enter Filename and check the tracks you want under Include Tracks.
- Choose whether Include effects should be enabled.
- Click Bounce and wait for preparing, rendering and encoding to complete.
- Save the downloaded .wav file and listen to it before sharing it.
Controls explained
- Filename
- Names the downloaded file; the studio adds .wav.
- Include Tracks
- Chooses the explicit export set.
- Include effects (reverb, delay, EQ)
- Toggles track effects in the offline render; enabled by default.
- Bounce
- Starts rendering and download.
- Progress/status
- Shows preparation, render and encoding progress.
How it works
The result is a stereo, 16-bit PCM WAV at the current audio context’s sample rate. There is no separate sample-rate or bit-depth selector in this dialog.
The render begins at the arrangement’s time origin and includes the selected arrangement content plus sample/effect tails. It is not restricted to the current playhead or transport-loop window.
At least one track must be checked. Muted tracks remain excluded even if checked; for the Bounce dialog’s explicit track checklist, choose the exact set you want rather than relying on Solo to choose it.
With Include effects enabled, track reverb, delay, EQ, compression and width are rendered unless that track is bypassed. Track level, pan, fixed sample pitch and region gain/fades still matter when effects are excluded.
Master level and the master limiter are applied. Playback Speed is a rehearsal setting and is not used to make the exported arrangement faster or slower.
Missing samples or unreadable stored audio sources stop export and produce an error message. Restore the source or re-import it before trying again.
FEATURE GUIDESave a rendered mix to your profile recordings
Save Recording renders a WAV mix and stores it through your signed-in profile’s recording storage.
How to use it
- Sign in to the profile whose recordings should receive the result.
- Check mute and solo states to choose the audible mix.
- Open Tools → Save Recording, or use the command-centre profile-save command.
- Enter Recording Title and check the displayed storage availability.
- Click Save to Profile and wait for rendering and the upload-complete message.
- Open your profile recordings to review the saved result.
Controls explained
- Recording Title
- Sets the profile recording’s title.
- Storage/quota message
- Shows the signed-in account’s current available recording slots.
- Save to Profile
- Renders and uploads the audible mix.
- Status/progress
- Shows rendering, uploading and completion.
How it works
This action renders audible, nonmuted tracks; if one or more tracks are soloed, only the soloed audible set is included.
Profile saving always uses an effects-enabled render and respects each track’s bypass choice.
The recording uses the same saved-recording slots as the main profile. The dialog reports the current plan’s allowance and disables saving when access/storage is unavailable or full.
There is no fixed slot count that applies to every account. Use the quota shown for the signed-in profile rather than assuming a particular plan limit.
A saved profile mix is a rendered recording, not a cloud-hosted editable multitrack project. Keep the local session and a portable project backup if you want to continue editing later.
The full workflow includes an upload; a locally saved session or downloaded WAV is not automatically a profile recording.
FEATURE GUIDEExport a multitrack Standard MIDI file
MIDI export transfers instrument-note timing and musical structure to another sequencer. It does not carry the studio’s sampled sound.
How to use it
- Finish recording and set mute/solo states to select the audible instrument parts.
- Open the command centre and run Export multitrack Standard MIDI file.
- Save the downloaded .mid file.
- Import it into your other MIDI-capable music application and assign or confirm its instrument sounds.
- Use WAV as well when the recipient needs to hear the exact mixed audio.
Controls explained
- Export multitrack Standard MIDI file
- Command-centre action that downloads .mid.
- Mute / Solo
- Define the audible instrument set included in MIDI export.
How it works
The file is Standard MIDI format 1 with a conductor track containing fixed tempo, time signature and markers, plus separate instrument tracks. Its timing resolution is 960 ticks per quarter note.
Alto, Tenor and Bass notes are mapped to MIDI pitches. Fixed track Pitch Shift is included; marimba tracks carry a General MIDI marimba program, level and pan information.
Drums use the General MIDI percussion map on MIDI channel 10, so live keyboard pad numbers are translated into standard percussion pitches.
The format supports up to 15 melodic tracks in this exporter. Drum tracks share channel 10; their individual gain is folded into note velocity, and independent per-drum-track panning is not represented.
Waveform audio regions, reverb, EQ, delay, compression, stereo-width processing and live MIDI expression gestures are not embedded. External playback uses the receiving application’s sounds and settings.
Marimba notes are struck samples without stored release durations. The exporter uses brief quarter-beat note gates, shortened before a rapid same-pitch retrigger. It preserves onset timing rather than inventing a sustained-note performance.
Unavailable note names, invalid event times and zero-velocity strikes are skipped. This command exports MIDI; it is not a MIDI-file import tool.
FEATURE GUIDEChoose the right deliverable and recover an unsuccessful export
Different save/export actions preserve different parts of your work.
How to use it
- Use Save Session for browser-local editing continuity.
- Use a portable project backup for an editable copy with the project’s embedded audio sources.
- Use WAV for finished sound, or MIDI for instrument-note exchange.
- If an export fails, read the status message and check track selection, mute states, source availability and available browser resources.
- Make a shorter or single-track export first when diagnosing an unusually large arrangement.
Controls explained
- Save Session
- Keeps the editable session in this browser.
- Portable project backup
- Downloads the editable project and embedded sources.
- WAV
- Downloads the mixed audio result.
- Standard MIDI
- Downloads instrument-event exchange data.
- Save Recording
- Uploads an effects-rendered mix to profile recording storage.
How it works
WAV preserves the rendered sound but does not retain separately editable tracks and note events.
MIDI retains instrument-event information and musical metadata, but substitutes external sounds and omits waveform parts and audio effects.
A portable project backup serves a different purpose from Save Recording: it preserves an editable project locally, whereas Save Recording uploads a rendered mix to profile storage.
A very long arrangement, many repeated events, large imported audio or long delay tails can require substantial browser memory during offline rendering. The presence of a valid project does not promise unlimited render capacity.
If a source is missing after browser storage has been cleared, the waveform cannot be recovered from its region label alone. Restore a project backup containing the source or import the original file again.
A compatibility audio fallback can allow some live playing, but precise Web Audio scheduling and effect behavior depend on successful sample decoding. Resolve loading errors before relying on an important recording or render.
All 184 production commands
Open Commands with ⌘/Ctrl K, search for the exact name and run it. Default shortcuts are shown where available. On Windows/Linux, use Ctrl in place of ⌘. Your saved custom bindings take precedence.
Choose the track and region first. Note-processing commands generally act on selected notes, or the active take when no notes are selected. Clipboard and delete operations have their own selection rules, explained below. Stop recording before editing.
Edit
| Command | What it does / target | Default key |
|---|---|---|
| Undo last edit | Restore the preceding undoable arrangement, note, track or mix edit.Session undo historyRead workflow → | ⌘ Z |
| Redo edit | Reapply an edit that was undone, while its redo history remains available.Session redo historyRead workflow → | ⌘ ⇧ Z |
Project
| Command | What it does / target | Default key |
|---|---|---|
| Create a new session | Open the session manager to create a session or choose an existing one.Current sessionRead workflow → | — |
| Save session | Save the current editable session in this browser; use a portable backup to carry its audio and editing data elsewhere.Current sessionRead workflow → | ⌘ S |
| Download portable project backup | Download an editable .tms.json project with referenced audio embedded; total embedded audio is limited to 150 MB.Current sessionRead workflow → | — |
| Import project backup as a new session | Choose a .tms.json backup, validate it and restore it as a new session; the import file limit is 210 MB.Current sessionRead workflow → | — |
| Open session notes | Open the session-notes field for arrangement reminders, recording notes or instructions.Current sessionRead workflow → | — |
| Rename session | Open the current saved session’s rename action; an existing session is required.Current sessionRead workflow → | — |
| Open track templates | Open the track-template chooser rather than immediately changing any track.Current sessionRead workflow → | — |
| Open Morning Light · complete demo song | Create a new editable Morning Light demonstration: 32 bars at 108 BPM with drums, Bass, Tenor chords and two Alto parts.Current sessionRead workflow → | — |
| Create an empty drums / bass / tenor / alto session | Create a new empty session containing Drum Machine, Bass, Tenor and Alto tracks; select Alto for the next performance.Current sessionRead workflow → | — |
| Download arrangement and track report | Download a text report of tempo, meter, tracks, levels, pans, take/event counts, audio-region counts and session notes; it contains no rendered audio.Current sessionRead workflow → | — |
View
| Command | What it does / target | Default key |
|---|---|---|
| Show Arrange and instrument | Show the arrangement with the active instrument’s performance or pattern editor below it.Workspace view/preferencesRead workflow → | ⌘ 1 |
| Show Note Editor | Show the Note Editor for the active marimba/drum take; audio tracks display an explanatory empty state.Workspace view/preferencesRead workflow → | ⌘ 2 |
| Show Mixer | Show track faders, pans, mute/solo controls, effect access and the master output channel.Workspace view/preferencesRead workflow → | ⌘ 3 |
| Toggle brighter workspace | Toggle the brighter workspace palette and remember that preference in this browser.Workspace view/preferencesRead workflow → | — |
| Toggle fullscreen | Request or exit browser fullscreen for the studio; browser support and user-gesture rules apply.Workspace view/preferencesRead workflow → | — |
| Open workflow and shortcut guide | Open the built-in workflow, keyboard and recording guide.Workspace view/preferencesRead workflow → | — |
| Timeline zoom in | Multiply timeline pixels per second by 1.3, capped at 500 px/s; event timing is unchanged.Timeline displayRead workflow → | — |
| Timeline zoom out | Divide timeline pixels per second by 1.3, with a 20 px/s lower limit; event timing is unchanged.Timeline displayRead workflow → | — |
| Timeline zoom fit | Fit the arrangement duration to the available timeline canvas and return horizontal scroll to the beginning.Timeline displayRead workflow → | — |
| Note editor zoom in | Show Note Editor and multiply its horizontal scale by 1.3, capped at 250 px/s.Note Editor displayRead workflow → | — |
| Note editor zoom out | Show Note Editor and divide its horizontal scale by 1.3, with a 20 px/s lower limit.Note Editor displayRead workflow → | — |
| Customize keyboard shortcuts | Open customizable workstation shortcut settings; this configures command bindings rather than instrument note mappings.Workspace view/preferencesRead workflow → | — |
Transport
| Command | What it does / target | Default key |
|---|---|---|
| Play / stop | Start playback or stop the current transport performance; preparation checks run before playback starts.Current sessionRead workflow → | Space |
| Record / finish take | Start recording to the selected live-input track, or finish the current take when recording is active.Current sessionRead workflow → | — |
| Go to start | Return the playhead to the session start.Current sessionRead workflow → | [ |
| Go to end of arrangement | Move the playhead to the current arrangement’s computed end.Current sessionRead workflow → | — |
| Audio devices and latency settings | Open input-device, channel, monitoring, low-latency and timing-compensation settings; this does not itself start a take.Current sessionRead workflow → | — |
| Panic · stop all sounding notes | Stop playback and release sounding MIDI/instrument holds, sustain and repeating notes.Current sessionRead workflow → | — |
| Toggle metronome | Enable or disable the metronome for transport playback and recording.Current sessionRead workflow → | — |
| Toggle count in | Enable or disable the configured recording count-in; its bar count is set in the transport controls.Current sessionRead workflow → | — |
| Toggle loop | Enable or disable repeating the saved transport loop between Loop Start and Loop End.Current sessionRead workflow → | — |
| Toggle snap | Enable or disable grid snapping for supported editing operations; recording still preserves performed strike timing.Current sessionRead workflow → | — |
| Move playhead back one bar | Move the playhead back by one current-meter bar: meter beats × meter-beat duration; clamp at session time zero.PlayheadRead workflow → | — |
| Move playhead back one beat | Move the playhead back by one current-meter beat, respecting its beat denominator; clamp at session time zero.PlayheadRead workflow → | — |
| Move playhead forward one bar | Move the playhead forward by one current-meter bar: meter beats × meter-beat duration; clamp at session time zero.PlayheadRead workflow → | — |
| Move playhead forward one beat | Move the playhead forward by one current-meter beat, respecting its beat denominator; clamp at session time zero.PlayheadRead workflow → | — |
Tracks
| Command | What it does / target | Default key |
|---|---|---|
| Add Alto track | Add and select an Alto marimba track with its playable note range.Session track listRead workflow → | — |
| Add Tenor track | Add and select a Tenor marimba track with its playable note range.Session track listRead workflow → | — |
| Add Bass track | Add and select a Bass marimba track with its playable note range.Session track listRead workflow → | — |
| Add Drum Machine track | Add and select a Drum Machine track with its own pattern bank and pad sounds.Session track listRead workflow → | — |
| Add Microphone / line input track | Add and select an audio-input track; configure its microphone or line input in Audio Setup before recording.Session track listRead workflow → | — |
| Add Imported audio track | Add and select an imported-audio track, then open the audio-file chooser.Session track listRead workflow → | — |
| Duplicate track with clips and effects | Clone the active track, including clips/takes and mix/effect settings, into a separate track.Active trackRead workflow → | — |
| Select previous track | Select the preceding track in the list, wrapping from the first track to the last.Active-track selectionRead workflow → | Alt ↑ |
| Select next track | Select the following track in the list, wrapping from the last track to the first.Active-track selectionRead workflow → | Alt ↓ |
| Move track up | Move the active track up one position; the top track stays at the top.Track orderRead workflow → | — |
| Move track down | Move the active track down one position; the bottom track stays at the bottom.Track orderRead workflow → | — |
Mixer
| Command | What it does / target | Default key |
|---|---|---|
| Toggle track mute | Toggle whole-track mute without deleting its notes, audio regions or patterns.Active trackRead workflow → | — |
| Toggle track solo | Toggle whole-track solo; when any tracks are soloed, playback excludes tracks outside that solo set.Active trackRead workflow → | — |
| Unmute every track | Clear the mute flag on every track; existing solo flags are retained.All session tracksRead workflow → | — |
| Clear every solo | Clear the solo flag on every track; existing mute flags are retained.All session tracksRead workflow → | — |
| Centre all track pans | Set every track’s pan to centre.All session tracksRead workflow → | — |
| Spread ensemble across stereo field | Centre Bass and drums; set other tracks alternately to 30% left/right according to their list index.All session tracksRead workflow → | — |
| Lower every track by 3 dB | Multiply every track level by 10^(−3/20), approximately 0.708, creating 3 dB of additional level headroom.All session tracksRead workflow → | — |
| Track level -6 dB | Multiply the active track level by 10^(-6/20), a -6 dB change, clamped to 0–100% gain.Active trackRead workflow → | — |
| Track level -3 dB | Multiply the active track level by 10^(-3/20), a -3 dB change, clamped to 0–100% gain.Active trackRead workflow → | — |
| Track level -1 dB | Multiply the active track level by 10^(-1/20), a -1 dB change, clamped to 0–100% gain.Active trackRead workflow → | — |
| Track level +1 dB | Multiply the active track level by 10^(1/20), a +1 dB change, clamped to 0–100% gain.Active trackRead workflow → | — |
| Track level +3 dB | Multiply the active track level by 10^(3/20), a +3 dB change, clamped to 0–100% gain.Active trackRead workflow → | — |
| Pan track 50% left | Set the active track’s pan to 50% left; this replaces its previous pan position.Active trackRead workflow → | — |
| Pan track 25% left | Set the active track’s pan to 25% left; this replaces its previous pan position.Active trackRead workflow → | — |
| Pan track centre | Set the active track’s pan to centre; this replaces its previous pan position.Active trackRead workflow → | — |
| Pan track 25% right | Set the active track’s pan to 25% right; this replaces its previous pan position.Active trackRead workflow → | — |
| Pan track 50% right | Set the active track’s pan to 50% right; this replaces its previous pan position.Active trackRead workflow → | — |
Regions
| Command | What it does / target | Default key |
|---|---|---|
| Split region at playhead | Split the selected region at the playhead when it lies inside the region; preserve the source material on the two sides.Selected arrangement regionRead workflow → | ⌘ B |
| Duplicate region after itself | Create an independent region immediately after the selected region’s end; its source sound/data is retained.Selected arrangement regionRead workflow → | ⌘ D |
| Copy selected region | Copy the selected region into the studio region clipboard without deleting it.Selected arrangement regionRead workflow → | ⌘ C |
| Cut selected region | Copy the selected region into the region clipboard, then remove that region from the arrangement.Selected arrangement regionRead workflow → | ⌘ X |
| Paste region at playhead | Paste the region clipboard at the playhead using current Snap. Audio belongs on an audio track; drum and marimba destinations must be compatible with the copied material.Region clipboard → active destination trackRead workflow → | ⌘ V |
| Toggle region loop | Toggle repeating the selected region’s source over its displayed length; this is independent of the transport loop.Selected arrangement regionRead workflow → | — |
| Toggle region mute | Toggle only the selected region’s mute flag, leaving other regions on the same track available.Selected arrangement regionRead workflow → | — |
| Delete selected region | Remove the selected arrangement region without deleting its entire track.Selected arrangement regionRead workflow → | Delete |
| Move selected region to start | Set the selected region’s arrangement start to session time zero.Selected arrangement regionRead workflow → | — |
| Move selected region to playhead | Set the selected region’s start exactly to the current playhead; this command does not apply an extra Snap calculation.Selected arrangement regionRead workflow → | — |
| Move region back one bar | Move the selected region earlier by one current-meter bar, preserving its source; clamp the start at zero.Selected arrangement regionRead workflow → | — |
| Move region forward one bar | Move the selected region later by one current-meter bar, preserving its source; clamp the start at zero.Selected arrangement regionRead workflow → | — |
| Set transport loop to selected region | Set transport Loop Start/End to the selected region’s bounds, enable Loop and move the playhead to its start; resume playback if it was running.Selected region → session transport loopRead workflow → | — |
| Create an empty region at playhead | Create and select a new empty four-bar note region at the playhead on the active marimba/drum track, then open Note Editor; audio tracks are excluded.Active trackRead workflow → | — |
Notes
| Command | What it does / target | Default key |
|---|---|---|
| Select all notes in current take | Select every event in the active marimba/drum take and show Note Editor.Active marimba/drum takeRead workflow → | ⌘ A in editor |
| Clear note selection | Clear the event selection and show Note Editor. Most musical transforms then target the whole active take.Note selectionRead workflow → | — |
| Invert note selection | Select unselected events and deselect selected events within the active take, then show Note Editor.Active marimba/drum takeRead workflow → | — |
| Remove duplicate notes at the same millisecond | Keep the first event for each matching pitch/pad and rounded-millisecond start within the targeted set; unrelated unselected events are not compared.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Delete selected notes | Remove explicitly selected events. If no event is selected, show a selection reminder instead of deleting the whole take.Explicitly selected notes onlyRead workflow → | Delete in editor |
| Duplicate notes one bar later | Keep targeted events and add copies one current-meter bar later, retaining their pitch, velocity and internal timing relationships.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Copy selected notes | Copy explicitly selected events into the note clipboard, preserving their timing relative to the earliest selected event; leave the take intact.Explicitly selected notes onlyRead workflow → | ⌘ C in editor |
| Cut selected notes | Copy explicitly selected events into the note clipboard, then remove only those events from the take.Explicitly selected notes onlyRead workflow → | ⌘ X in editor |
| Paste notes at playhead | Add note-clipboard events at the playhead relative to the active take, clamped to its start, and select the pasted events. Reject drum/marimba mismatch or unavailable destination pitches.Note clipboard → active compatible marimba/drum takeRead workflow → | ⌘ V in editor |
Timing
| Command | What it does / target | Default key |
|---|---|---|
| Quantize notes to 1/4 | Move event starts fully to the nearest song-aligned 1/4 grid. Grid interval is four quarter-note durations ÷ 4; region start is included in alignment.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Quantize notes halfway to 1/4 | Move event starts 50% of the distance to the nearest song-aligned 1/4 grid, retaining half of each original timing offset.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Quantize notes to 1/8 | Move event starts fully to the nearest song-aligned 1/8 grid. Grid interval is four quarter-note durations ÷ 8; region start is included in alignment.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Quantize notes halfway to 1/8 | Move event starts 50% of the distance to the nearest song-aligned 1/8 grid, retaining half of each original timing offset.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Quantize notes to 1/16 | Move event starts fully to the nearest song-aligned 1/16 grid. Grid interval is four quarter-note durations ÷ 16; region start is included in alignment.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Quantize notes halfway to 1/16 | Move event starts 50% of the distance to the nearest song-aligned 1/16 grid, retaining half of each original timing offset.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Quantize notes to 1/32 | Move event starts fully to the nearest song-aligned 1/32 grid. Grid interval is four quarter-note durations ÷ 32; region start is included in alignment.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Quantize notes halfway to 1/32 | Move event starts 50% of the distance to the nearest song-aligned 1/32 grid, retaining half of each original timing offset.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Quantize notes to 1/8 triplets | Move event starts fully to the nearest song-aligned 1/8-triplet grid: the corresponding straight-note interval × 2/3.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Quantize notes to 1/16 triplets | Move event starts fully to the nearest song-aligned 1/16-triplet grid: the corresponding straight-note interval × 2/3.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Apply 56% sixteenth swing | Quantize starts to the song’s sixteenth grid, delaying alternate grid targets by 12% of a sixteenth. This gives the menu’s 56% long/short-pair swing feel.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Apply 63% sixteenth swing | Quantize starts to the song’s sixteenth grid, delaying alternate grid targets by 25% of a sixteenth. This gives the menu’s 63% long/short-pair swing feel.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Apply 70% sixteenth swing | Quantize starts to the song’s sixteenth grid, delaying alternate grid targets by 40% of a sixteenth. This gives the menu’s 70% long/short-pair swing feel.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Nudge notes earlier 1 ms | Shift event starts 1 ms earlier; starts cannot move before their region-relative zero.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Nudge notes later 1 ms | Shift event starts 1 ms later; starts cannot move before their region-relative zero.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Nudge notes earlier 5 ms | Shift event starts 5 ms earlier; starts cannot move before their region-relative zero.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Nudge notes later 5 ms | Shift event starts 5 ms later; starts cannot move before their region-relative zero.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Nudge notes earlier 10 ms | Shift event starts 10 ms earlier; starts cannot move before their region-relative zero.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Nudge notes later 10 ms | Shift event starts 10 ms later; starts cannot move before their region-relative zero.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Nudge notes earlier 25 ms | Shift event starts 25 ms earlier; starts cannot move before their region-relative zero.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Nudge notes later 25 ms | Shift event starts 25 ms later; starts cannot move before their region-relative zero.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Humanize timing within 5 ms | Add repeatable signed timing offsets up to ±5 ms, determined by event order; clamp starts at region-relative zero. Running it again adds another offset.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Humanize timing within 10 ms | Add repeatable signed timing offsets up to ±10 ms, determined by event order; clamp starts at region-relative zero. Running it again adds another offset.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Humanize timing within 20 ms | Add repeatable signed timing offsets up to ±20 ms, determined by event order; clamp starts at region-relative zero. Running it again adds another offset.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Reverse note order in time | Reflect event starts between the earliest and latest targeted starts, reversing their timing order; pitches/samples themselves are not played backwards.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Scale note timing to half duration | Multiply each event’s distance from the earliest targeted start by 0.5; keep that first start fixed. This changes event spacing, not sample length or BPM.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Scale note timing to double duration | Multiply each event’s distance from the earliest targeted start by 2; keep that first start fixed. This changes event spacing, not sample length or BPM.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
Pitch & harmony
| Command | What it does / target | Default key |
|---|---|---|
| Transpose -12 semitones (available bars) | Transpose each marimba event -12 semitones only when that exact target bar exists on its instrument; unsupported pitches and drum pads remain unchanged.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Transpose -7 semitones (available bars) | Transpose each marimba event -7 semitones only when that exact target bar exists on its instrument; unsupported pitches and drum pads remain unchanged.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Transpose -5 semitones (available bars) | Transpose each marimba event -5 semitones only when that exact target bar exists on its instrument; unsupported pitches and drum pads remain unchanged.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Transpose -2 semitones (available bars) | Transpose each marimba event -2 semitones only when that exact target bar exists on its instrument; unsupported pitches and drum pads remain unchanged.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Transpose -1 semitones (available bars) | Transpose each marimba event -1 semitones only when that exact target bar exists on its instrument; unsupported pitches and drum pads remain unchanged.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Transpose +1 semitones (available bars) | Transpose each marimba event +1 semitones only when that exact target bar exists on its instrument; unsupported pitches and drum pads remain unchanged.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Transpose +2 semitones (available bars) | Transpose each marimba event +2 semitones only when that exact target bar exists on its instrument; unsupported pitches and drum pads remain unchanged.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Transpose +5 semitones (available bars) | Transpose each marimba event +5 semitones only when that exact target bar exists on its instrument; unsupported pitches and drum pads remain unchanged.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Transpose +7 semitones (available bars) | Transpose each marimba event +7 semitones only when that exact target bar exists on its instrument; unsupported pitches and drum pads remain unchanged.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Transpose +12 semitones (available bars) | Transpose each marimba event +12 semitones only when that exact target bar exists on its instrument; unsupported pitches and drum pads remain unchanged.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Move notes down one instrument bar | Move events to the next lower available instrument-bar/pad row, clamping at the list’s endpoints. This follows available rows rather than a fixed semitone interval.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Move notes up one instrument bar | Move events to the next higher available instrument-bar/pad row, clamping at the list’s endpoints. This follows available rows rather than a fixed semitone interval.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Add harmony minor third above | Keep original events and add a minor third (3 semitones) above at the same times and 75% of their velocity, only when that exact marimba bar exists; drum pads get no added harmony.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Add harmony major third above | Keep original events and add a major third (4 semitones) above at the same times and 75% of their velocity, only when that exact marimba bar exists; drum pads get no added harmony.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Add harmony fifth above | Keep original events and add a perfect fifth (7 semitones) above at the same times and 75% of their velocity, only when that exact marimba bar exists; drum pads get no added harmony.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Add harmony octave above | Keep original events and add a octave (12 semitones) above at the same times and 75% of their velocity, only when that exact marimba bar exists; drum pads get no added harmony.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Strum chords 12 ms between notes | Within groups sharing a rounded millisecond, delay successive attacks by 12 ms. Exactly simultaneous pitched notes are ordered low-to-high; separate groups keep their own starts.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Strum chords 24 ms between notes | Within groups sharing a rounded millisecond, delay successive attacks by 24 ms. Exactly simultaneous pitched notes are ordered low-to-high; separate groups keep their own starts.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Strum chords 40 ms between notes | Within groups sharing a rounded millisecond, delay successive attacks by 40 ms. Exactly simultaneous pitched notes are ordered low-to-high; separate groups keep their own starts.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
Dynamics
| Command | What it does / target | Default key |
|---|---|---|
| Set note velocity 25% | Set every targeted event’s velocity to 25%, replacing its current value; other event properties remain.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Set note velocity 50% | Set every targeted event’s velocity to 50%, replacing its current value; other event properties remain.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Set note velocity 75% | Set every targeted event’s velocity to 75%, replacing its current value; other event properties remain.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Set note velocity 100% | Set every targeted event’s velocity to 100%, replacing its current value; other event properties remain.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Note velocity -10% | Add -10 percentage points to each targeted velocity, clamped to 0–100%. This is an additive change, not a relative percentage multiplier.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Note velocity -5% | Add -5 percentage points to each targeted velocity, clamped to 0–100%. This is an additive change, not a relative percentage multiplier.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Note velocity +5% | Add +5 percentage points to each targeted velocity, clamped to 0–100%. This is an additive change, not a relative percentage multiplier.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Note velocity +10% | Add +10 percentage points to each targeted velocity, clamped to 0–100%. This is an additive change, not a relative percentage multiplier.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Normalize note velocity to 90% peak | Scale velocities proportionally toward a 90% peak using at least a 1% peak reference; zero-velocity events remain silent.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Compress velocity range toward its mean | Replace each velocity with the average of itself and the target set’s mean, halving its distance from that mean; this edits note dynamics rather than audio compression.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Create a crescendo | Set a time-based crescendo from 35% at the earliest targeted start to 90% at the latest. Events all at one time use 62.5%.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Create a decrescendo | Set a time-based decrescendo from 90% at the earliest targeted start to 35% at the latest. Events all at one time use 62.5%.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
| Accent notes on meter beats | Add 12 velocity percentage points to starts less than 2% of a current-meter beat from its boundary; subtract 4 points elsewhere. Use absolute song time and clamp levels to 0–100%.Selected notes; whole active marimba/drum take when no notes are selectedRead workflow → | — |
Effects
| Command | What it does / target | Default key |
|---|---|---|
| Toggle track reverb | Toggle the active track’s reverb enable flag while retaining its parameter values.Active trackRead workflow → | — |
| Toggle track delay | Toggle the active track’s delay enable flag while retaining its parameter values.Active trackRead workflow → | — |
| Toggle track compressor | Toggle the active track’s compressor enable flag while retaining its parameter values.Active trackRead workflow → | — |
| Toggle all track effects bypass | Toggle bypass of the active track’s effect treatment while keeping its saved settings for restoration.Active trackRead workflow → | — |
| Open detailed track effects | Open the detailed effects panel for the active track.Active trackRead workflow → | — |
| Reset track mix and effects | Reset track level to 80%, pan/pitch to centre/zero, EQ flat, width 100%, Rumble speed 125 ms, and disable reverb/delay/compression/enhanced Rumble; restore other effect defaults.Active trackRead workflow → | — |
| Apply warm track treatment | Set EQ low +2 dB, mid −1 dB and high −2 dB; retain other track settings.Active trackRead workflow → | — |
| Apply bright track treatment | Set EQ low −1 dB, mid +1 dB and high +3 dB; retain other track settings.Active trackRead workflow → | — |
| Apply room track treatment | Enable reverb with Size 20%, Decay 25% and Wet 15%; retain other track settings.Active trackRead workflow → | — |
| Apply hall track treatment | Enable reverb with Size 65%, Decay 55% and Wet 28%; retain other track settings.Active trackRead workflow → | — |
| Apply echo track treatment | Enable delay with Time 375 ms, Wet 18% and Feedback 25%; retain other track settings.Active trackRead workflow → | — |
| Apply punch track treatment | Enable compression with threshold −20 dB, ratio 3:1, attack 20 ms and release 150 ms; retain other track settings.Active trackRead workflow → | — |
| Apply mono track treatment | Set track stereo width to 0%; retain pan and other mix/effect settings.Active trackRead workflow → | — |
| Apply wide track treatment | Set track stereo width to 140%; retain pan and other mix/effect settings.Active trackRead workflow → | — |
Markers
| Command | What it does / target | Default key |
|---|---|---|
| Add marker at playhead | Prompt for a marker name and place it at the playhead; blank/cancelled input adds nothing, and accepted names are limited to 80 characters.Session markersRead workflow → | — |
| Go to previous marker | Seek to the closest marker more than 10 ms before the playhead; do nothing if none exists.Playhead and session markersRead workflow → | — |
| Go to next marker | Seek to the closest marker more than 10 ms after the playhead; do nothing if none exists.Playhead and session markersRead workflow → | — |
Export
| Command | What it does / target | Default key |
|---|---|---|
| Export WAV mix with effects | Open the WAV bounce dialog for the arranged mix, including supported track effects.Audible session mixRead workflow → | — |
| Export selected track to WAV | Render the active track through the WAV export path as a separate file; track audibility/rendering rules still apply.Active trackRead workflow → | — |
| Save mix to profile recordings | Open the profile-recording save flow for a rendered mix; login, account access and storage checks apply.Session mix → profile recordingsRead workflow → | — |
| Export multitrack Standard MIDI file | Download a multitrack Standard MIDI file of audible marimba/drum events with tempo, meter and markers. Audio regions and effect sound require WAV instead.Unmuted instrument tracks, respecting the track solo setRead workflow → | — |
Audio regions
| Command | What it does / target | Default key |
|---|---|---|
| Normalize selected audio region | Set region gain toward a 98% peak using the stored waveform peaks over its source window, capped at 4×; the source audio file is unchanged.Selected audio regionRead workflow → | — |
| Reverse selected audio region | Toggle reversed playback of the selected source window without rewriting its original audio data.Selected audio regionRead workflow → | — |
| Crossfade selected audio region with next | Apply an equal-power crossfade with the next audio region on the same track, normally 120 ms and limited to half of each region. The next region must be within 250 ms; its start may move to create overlap.Selected audio region and its next region on the same trackRead workflow → | — |
| Audio fade in 0 ms | Set the selected audio region’s fade-in to 0 ms, limited to half its duration. Zero removes this edge fade; the source file remains intact.Selected audio regionRead workflow → | — |
| Audio fade out 0 ms | Set the selected audio region’s fade-out to 0 ms, limited to half its duration. Zero removes this edge fade; the source file remains intact.Selected audio regionRead workflow → | — |
| Audio fade in 10 ms | Set the selected audio region’s fade-in to 10 ms, limited to half its duration. Zero removes this edge fade; the source file remains intact.Selected audio regionRead workflow → | — |
| Audio fade out 10 ms | Set the selected audio region’s fade-out to 10 ms, limited to half its duration. Zero removes this edge fade; the source file remains intact.Selected audio regionRead workflow → | — |
| Audio fade in 50 ms | Set the selected audio region’s fade-in to 50 ms, limited to half its duration. Zero removes this edge fade; the source file remains intact.Selected audio regionRead workflow → | — |
| Audio fade out 50 ms | Set the selected audio region’s fade-out to 50 ms, limited to half its duration. Zero removes this edge fade; the source file remains intact.Selected audio regionRead workflow → | — |
| Audio fade in 100 ms | Set the selected audio region’s fade-in to 100 ms, limited to half its duration. Zero removes this edge fade; the source file remains intact.Selected audio regionRead workflow → | — |
| Audio fade out 100 ms | Set the selected audio region’s fade-out to 100 ms, limited to half its duration. Zero removes this edge fade; the source file remains intact.Selected audio regionRead workflow → | — |
| Audio fade in 250 ms | Set the selected audio region’s fade-in to 250 ms, limited to half its duration. Zero removes this edge fade; the source file remains intact.Selected audio regionRead workflow → | — |
| Audio fade out 250 ms | Set the selected audio region’s fade-out to 250 ms, limited to half its duration. Zero removes this edge fade; the source file remains intact.Selected audio regionRead workflow → | — |
| Audio fade in 500 ms | Set the selected audio region’s fade-in to 500 ms, limited to half its duration. Zero removes this edge fade; the source file remains intact.Selected audio regionRead workflow → | — |
| Audio fade out 500 ms | Set the selected audio region’s fade-out to 500 ms, limited to half its duration. Zero removes this edge fade; the source file remains intact.Selected audio regionRead workflow → | — |
Frequently asked questions
Direct answers about access, recording, editing and keeping your music. Select a question to read its answer, or use the guide search to find a topic.
What is Recording studio?
Recording studio is The Marimba Studio’s flagship recording feature. It brings Alto, Tenor and Bass marimba tracks, a drum machine, microphone and imported audio, arrangement editing, effects and export into one browser workspace.
Arrange is for recording and building the song, Note Editor is for individual strikes and region properties, and Mixer is for balancing the ensemble.
Which subscription do I need?
An active Ultimate subscription on your signed-in Marimba Studio profile is required to open Recording studio. Free, Basic and Premium do not unlock this feature.
You can read this public guide and listen to its example before opening the workspace. If access cannot be confirmed, sign in to the correct profile, check the subscription and use Retry on the access screen.
Is Recording studio only for professional musicians?
It is designed for professional work, and anyone can use it. You do not need to begin with detailed editing or mixing: a short arrangement in Arrange is a useful first project.
The same Ultimate access requirement applies at every experience level. Start with one part, then add drums, Bass, Tenor chords and Alto melody as you become familiar with the controls.
Does Recording studio use or award Rumble Points?
The Rumble Points economy is not integrated into this professional software.
Recording studio access depends on an active Ultimate subscription. Its recording, editing and mixing workflow does not use RP purchases or RP rewards.
Can I use it on my phone or tablet?
Recording studio is a desktop-only experience. Use a laptop or desktop computer for the full recording workspace. The guide being readable on a phone or tablet does not mean the recording workspace is supported there.
Use a desktop browser with enough screen space for the timeline and instrument controls. The guide, screenshots and listening example remain available on smaller screens.
What does my browser need to support?
Sample playback and rendering require Web Audio. A browser may keep audio suspended until you click Play or an instrument control.
MIDI requires Web MIDI support and any device permission the browser requests. Microphone recording requires permission and a secure connection such as the live HTTPS website. Device features can vary by browser even when the main workspace opens.
Do I need a real marimba or a MIDI keyboard?
No. You can perform the virtual marimbas with the on-screen bars or their displayed computer-key mappings, and you can program the drum grid without an external instrument.
A supported MIDI controller can play the selected virtual instrument. A microphone or line input can record a real marimba or another audio performance onto an audio track.
How do I use my MIDI keyboard?
Connect the controller, open MIDI Setup and choose the intended input port and channel settings. Select the track you want to play, then test a note before starting Record.
Only notes mapped to the selected instrument’s range will play. Drum input uses consecutive MIDI notes 36–47 in the displayed pad order, rather than a General MIDI percussion layout. Check octave and transpose settings if the keys trigger unexpected notes.
How do I record a microphone or line input?
Add a Microphone / line input track, choose the device and channels in Audio Setup, and grant the browser’s microphone permission. Select that track before starting Record.
Use the input test and meters to check the signal. Monitoring is optional; headphones help prevent the monitored sound returning through speakers into the microphone. Allow the take to finish processing after Stop before switching projects.
Can I record every virtual instrument at once?
The recording workflow sends the live performance to the selected input track. Build an ensemble by recording separate passes while the existing accompaniment plays.
Select Bass for the bass pass, Tenor for the chord pass and Alto for the melody pass. This preserves independent parts for editing and mixing; it is not a promise of simultaneous recording from several separate live performers.
Can I make a complete song with drums, Bass, Tenor and Alto?
Yes. Put each role on its own track, choose the tempo and meter, arrange a drum part, then record Bass, Tenor chords and Alto melody in separate passes. You can edit the parts and balance them before exporting the mix.
Morning Light on this page is an original four-part recorded example. The editable complete demo inside the studio has 32 bars at 108 BPM and also adds an Alto counterline.
Why can I not hear my instrument or recording?
Click Play or an instrument bar to resume browser audio, and check that the intended track is selected and its samples or audio source are ready. Check track mute, other tracks’ solo states, the track level, master volume and the computer’s output device.
For MIDI, also check the input port, channel, octave and mapped note range. For microphones, check permission, the selected input device and the difference between recording a signal and enabling live monitoring. A muted track can still contain recorded events.
Is recording guaranteed to have zero delay?
No. The engine schedules against an audio clock and preserves performed strike timing, but the browser, audio device, driver and output path still add physical latency. A browser-reported base latency is not a measurement of the whole recording and listening path.
Use Audio Setup to inspect the available latency information and set recording compensation when needed. A low-latency device path and wired monitoring can help; test your actual setup before relying on it for a performance.
Can I change the notes after recording?
Virtual marimba and drum performances retain note events, so Note Editor can change their timing, pitch or pad and velocity. Microphone recordings and imported files are waveform regions, with controls for placement, source trimming, gain, fades, reverse and related audio edits.
An imported stereo song is not automatically separated into instruments, and this workspace does not automatically transcribe an audio file into editable marimba notes. Keep the editable project when you want to return to individual recorded parts.
What is the difference between a take and a region?
On a marimba or drum track, a take holds an editable set of recorded note events. Its region places that material at a start and length in the arrangement. Audio tracks use waveform regions that refer to stored audio sources.
Selecting another take changes the editing target; it does not automatically silence every other take. All unmuted arrangement takes can play. Move or mute alternatives when you want to compare them instead of layering them.
Can I undo an edit?
Undo and Redo cover supported arrangement, note, track and mix edits in the current workspace history. Use them promptly when a transformation, deletion or level change is not what you intended.
They are not a replacement for a project backup. Deleting a saved session or clearing browser storage is not an ordinary arrangement edit that Undo can recover.
Why do drum-grid changes not change my committed drum region?
Live Pattern plays the currently active pattern-bank slot. Add Pattern Region captures one generated pass as fixed drum events and then turns Live Pattern off.
After that, the committed region is independent of the grid. Edit its events in Note Editor, or commit the revised pattern as a new region. Probability choices, repeats and flams in the captured pass are already represented by its saved events.
Why does a part sound doubled or unexpectedly louder?
Look for overlapping unmuted regions or duplicated takes at the same position. Selecting one take is not an exclusive take-comp switch, and Duplicate Take can leave the copy at the same arrangement position.
On a drum track, Live Pattern can also play alongside saved take notes. Turn Live Pattern off when you want only committed regions, then move or mute any unintended overlapping material.
Where are my sessions and recordings saved?
Editable sessions are saved in the current browser profile, with imported and recorded audio sources in its browser database. Signing in does not automatically copy every local editable session to another browser or device.
WAV, MIDI and portable project downloads go to your browser’s download destination. Rendered mixes explicitly saved to your profile appear in profile Recordings, subject to your account’s recording allowance and upload availability.
How do I continue a project on another computer?
Download a Project backup from the original browser, copy the .tms.json file to the other computer and import it as a new session there. The portable file includes the editable arrangement and referenced imported or recorded audio.
Use Save while working and keep a downloaded backup before clearing browser data, using private browsing or changing devices. A WAV or profile recording is a listening copy and cannot restore all of the editable notes and regions.
Should I export WAV, MIDI or a project backup?
Choose WAV for a rendered listening mix or a separate track stem, including the supported effects you choose at export. Check the bounce dialog’s track selection and settings before rendering.
Choose Standard MIDI to carry supported instrument and drum events to another music program; microphone/imported waveform audio and effect sound are not included. Choose Project backup to continue editing the full Recording studio arrangement. These formats serve different purposes.
Why does my exported MIDI file sound different elsewhere?
MIDI carries musical events and supported control information rather than the studio’s recorded sample audio. The receiving program supplies its own instrument sounds and may interpret the tracks or drum mapping differently.
Use WAV when you want a rendered version of the sound shaped in Recording studio, including supported audio regions and effects. Keep MIDI as an event-based interchange file.
Does saving a mix to my profile save the editable project too?
No. Save mix to profile stores a rendered recording through your profile’s recording flow. It is useful for listening, but it does not replace the local editable session or a portable project backup.
Save the session and download a Project backup as well when you want to revise the arrangement later. Profile saving requires the relevant signed-in account access, recording allowance and a successful upload.
Are my editable sessions automatically uploaded or shared?
The editable session and its audio sources are stored in your browser. Downloading a project backup creates a file you control; using Save mix to profile explicitly sends a rendered recording through your account’s recording-storage flow.
Local project storage does not mean the website makes no network connections: sign-in, subscription checks, site services and profile recording uploads have separate roles. Review the Privacy Policy for account and website data handling, and choose deliberately which downloaded files or recordings you share.