OUR FLAGSHIP RECORDING FEATURE

Your music.
Every detail.

The complete guide to Recording studio. From your first marimba take to a carefully shaped ensemble mix.

Ultimate subscription required

Desktop-only experience. Designed for professionals. Welcoming to every experience level.

The Rumble Points economy is not integrated into this professional software.

RECORD · ARRANGE · REFINE
One focused workspace.Room for the whole ensemble.
MADE IN RECORDING STUDIO

Morning Light

Drums, Bass, Tenor chords and Alto melody. An original four-part recording, captured through the studio’s recording engine.

DrumsBassTenor chordsAlto melody
LISTEN TO THE FULL EXAMPLE · 1:16

The guide shows the complete studio demo, which also includes an Alto counterline. Open Demo song inside the studio to explore its editable parts.

125 detailed feature guides · 184 production commands · 24 FAQ answers

CHAPTER 01

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.

Your workspace, labelledClick image to enlarge ↗
The complete demo in Arrange. The same session is shared by every editor.
  1. 1
    Project bar

    Session name, audio status, Commands and Export mix.

  2. 2
    Transport

    Playback, record, position, tempo and performance controls.

  3. 3
    View tabs

    Arrange, Note Editor and Mixer.

  4. 4
    Track headers

    Select the part, choose live input, mute, solo, level and pan.

  5. 5
    Arrangement

    Regions, musical events, markers and playhead.

  6. 6
    Instrument panel

    Play the selected marimba or program its drum machine.

FEATURE GUIDE

Access, 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

  1. Open Recording studio on a laptop or desktop computer.
  2. Sign in to your Marimba Studio profile with an active Ultimate subscription.
  3. Wait for the access check and audio preparation, then choose or create a session.
  4. 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 GUIDE

Arrange, Note Editor and Mixer

Three views share the same session. Choose the view that matches the work you are doing.

How to use it

  1. Use Arrange to lay out the song and play the selected instrument.
  2. Select a region, then choose Note Editor to change individual strikes or inspect an audio region.
  3. Choose Mixer to balance the ensemble and reach each track’s effects.
  4. 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.

FEATURE GUIDE

Workspace appearance and navigation

Keep the primary workspace clear and open detailed tools only when you need them.

How to use it

  1. Switch editors using the view tabs or their shortcuts.
  2. Open Commands and search for “brighter” to switch the workspace palette.
  3. Use Fullscreen for more working room.
  4. Use Help for a compact reminder, or open this complete guide in a separate tab.

Controls explained

Commands
Open with ⌘/Ctrl K and search by action name.
Fullscreen
Uses your browser’s fullscreen support; Escape exits browser fullscreen.
Help
Quick workflow and shortcut reference inside the workspace.

How it works

The brighter workspace choice is remembered in this browser.

Track colours identify parts across the timeline and mixer. Note colours follow the familiar marimba bar colours.

Timeline and Note Editor zoom are separate controls, so a detailed note edit need not change your overall song view.

CHAPTER 02

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 GUIDE

From 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

  1. Create a named session. In Commands, choose “Create an empty drums / bass / tenor / alto session” for a ready-made four-part layout.
  2. Set BPM and time signature before recording. Enable the metronome and count-in if you want a clear entrance.
  3. 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.
  4. Select Bass, return to the start and record a foundation. Stop and review it against the drums.
  5. Select Tenor and record chords or a supporting pattern. Select Alto and record the melody.
  6. Use the Note Editor to adjust a few strikes, velocities or chords. Select the notes you mean to change before applying a command.
  7. Balance the tracks in Mixer, add suitable effects and listen to the complete arrangement.
  8. 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 GUIDE

Explore 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

  1. Save your current session and download a backup if you want to preserve a separate copy.
  2. Choose Demo song, or search Commands for Morning Light.
  3. Inspect the five named tracks and section markers.
  4. Open the Alto region in Note Editor, then compare the Tenor chord part and the Bass foundation.
  5. 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.

CHAPTER 03

Sessions, templates and project storage

Keep the editable project, portable backup and listening export distinct. Each has a different job.

FEATURE GUIDE

Create, open, rename and delete sessions

Sessions organise independent arrangements saved in this browser.

How to use it

  1. Open Tools → Sessions, or choose Create a new session from Commands.
  2. Enter a useful session name and choose its first instrument.
  3. Create the session, then use Add Track for the remaining parts.
  4. Open an existing session from the session list. Use its Rename action, or click the project title to rename the current session.
  5. 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 GUIDE

Save 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

  1. Use Save or ⌘/Ctrl S after meaningful edits and check the saved indicator.
  2. Choose Project backup ↓ to download the portable project file.
  3. Keep that file in a named project folder alongside any final mixes.
  4. 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 GUIDE

Track templates and session notes

Templates prepare an instrument layout; notes preserve musical directions, credits and reminders.

How to use it

  1. Open Tools → Templates.
  2. Choose a layout that matches your arrangement.
  3. Confirm replacement if the current arrangement already contains tracks.
  4. 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.

CHAPTER 04

Marimbas, instruments and track controls

Each track keeps its own musical role, colour, level, stereo position, effects and regions.

Give every part its spaceClick image to enlarge ↗
Mixer shows independent channel controls for the ensemble.
FEATURE GUIDE

Alto, Tenor and Bass marimbas

Play the coloured bars with the mouse, the displayed computer keys or a connected MIDI controller.

How to use it

  1. Select the track you want to play.
  2. Check Alto, Tenor or Bass in the instrument strip.
  3. Use the keyboard labels above the bars, or click the bars to audition them.
  4. 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 GUIDE

TRG style, Hover, Rumble and Enhanced sound

Optional performance modes change how you strike or layer the sampled instrument.

How to use it

  1. Use ordinary clicking or the displayed computer keys for single strikes.
  2. Enable TRG style when you want supported paired-octave strikes.
  3. Enable Hover to trigger bars as the pointer enters them.
  4. Hold Shift for Rumble while playing, or use the Rumble control and its rate settings.
  5. 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 GUIDE

Add, name, colour, duplicate and order tracks

A clear track list makes complex arrangements easier to edit.

How to use it

  1. Click Add Track and choose the instrument or audio track type.
  2. Select its header to make it the active editing and input track.
  3. Rename and recolour it in Track Settings within the effects panel.
  4. Use Duplicate track with clips and effects when you want a copy for a second layer.
  5. 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 GUIDE

Levels, pan, mute, solo and headroom

Use Mixer to give every part a useful place in the ensemble.

How to use it

  1. Start with all solos cleared so you hear the whole arrangement.
  2. Lower competing tracks before raising the melody.
  3. Pan parts gently left or right to create space.
  4. Use FX to shape individual tracks and compare their processed and bypassed sound.
  5. 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.

CHAPTER 05

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 GUIDE

Choose 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

  1. Select a track header, or click its IN button, before you begin.
  2. Check the instrument name in the lower panel and play a short test phrase.
  3. Set the playhead to the point where this part should begin.
  4. 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 GUIDE

Start, finish and review a take

Record prepares the required audio and optionally counts you in before capturing your performance.

How to use it

  1. Choose the intended track and starting playhead position.
  2. Open Controls and decide whether 1-2-3-4 should provide a count-in.
  3. Click the round Record button. Allow any sample-loading or microphone-permission preparation to finish.
  4. Play after the count-in ends and the recording state becomes active.
  5. Click Record again or Stop to finish. For microphone takes, wait for the finalizing message to complete.
  6. 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 GUIDE

Layer parts without erasing earlier work

Layer is the recording policy: new playing is added while existing arrangement material is preserved.

How to use it

  1. Record or import the backing parts first.
  2. Select the track for the next part and place the playhead.
  3. Choose New Take in FX if you want a separate editable region for the new pass.
  4. Record the next performance while listening to the existing tracks.
  5. 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 GUIDE

Understand 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

  1. Play individual keys for single strikes or several keys together for chords.
  2. Enable TRG Style when you want the mapped octave partner to sound with a strike.
  3. Enable Hover to trigger bars as the pointer enters them, or hold Control to use temporary hover behavior.
  4. Enable Rumble, or hold Shift while playing, for repeated strikes.
  5. 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.

CHAPTER 06

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 GUIDE

Play, 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

  1. Click the timeline ruler to set the playhead before playback.
  2. Click Play, or press Space outside a text field or focused control.
  3. Click Stop once to stop an active performance at its current position.
  4. Click Stop again while already stopped to return to the beginning, or use the rewind/start button.
  5. 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 GUIDE

Set 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

  1. Drag the BPM number upward for a faster tempo or downward for a slower tempo.
  2. Alternatively, press TAP repeatedly at the desired quarter-note pulse.
  3. Click the time-signature display to open its dialog.
  4. Choose Beats per bar and Beat value, then click Apply.
  5. 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 GUIDE

Use 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

  1. Open the Controls menu.
  2. Enable Click if you want metronome beats during playback or recording.
  3. Enable 1-2-3-4 if you want a count-in before Record.
  4. Choose Count → 1 bar or 2 bars.
  5. 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 GUIDE

Repeat 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

  1. Open Controls → Region.
  2. Enter Start (seconds) and End (seconds), then click Set Loop. The end must be later than the start.
  3. Enable Loop to rehearse the section. You can also right-click the timeline to set a loop start or end at the pointer.
  4. For loop recording, select the live track and press Record. Recording begins at the loop start.
  5. 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 GUIDE

Rehearse 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

  1. Choose Controls → Speed for 0.5×, 0.75×, 1×, 1.25×, 1.5× or 2× playback.
  2. Play the passage and return to 1× when you want its normal sound.
  3. Choose Grid → 1/4, 1/8, 1/16 or 1/32.
  4. Enable Snap for grid-aligned region movement and note placement; disable it when you need free placement.
  5. 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.

CHAPTER 07

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.

Arrange the musical formClick image to enlarge ↗
Move and split regions to turn performances into a song.
FEATURE GUIDE

Find your place in the song

Use the ruler, zoom controls and scrolling to see the passage you want to work on.

How to use it

  1. Choose Arrange, then click the time ruler above the tracks to place the playhead.
  2. Use + or − to change timeline detail, or FIT to see the arrangement in the available width.
  3. Scroll vertically to reach lower tracks. Hold Shift while scrolling to move along the song. Drag the lower horizontal scrollbar for a longer move.

Controls explained

Ruler
Sets the song position in seconds; beat/bar lines follow the current tempo and meter.
+ / −
Increase or decrease timeline magnification.
FIT
Show the arrangement across the workspace.
[
Return to the beginning outside text/control fields.

How it works

The ruler and track names stay aligned while you scroll through the layers.

Ctrl or Cmd plus the mouse wheel also changes timeline zoom.

Clicking the ruler during playback restarts playback from the chosen position. Commands also move the playhead by one beat, one bar, or to the arrangement end.

FEATURE GUIDE

Select and move a region

Click a region to make it the editing target, then move it by dragging its body.

How to use it

  1. Click the coloured region you want to change. Its track becomes the active input channel.
  2. Drag the middle of the region left or right, keeping clear of its upper corner handles.
  3. 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 GUIDE

Trim 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

  1. Select the region and point at its upper left or upper right corner until the resize cursor appears.
  2. Drag the left corner to change where the part begins, or the right corner to change how long it occupies the timeline.
  3. 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 GUIDE

Build 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

  1. Select a region. Click the ruler at an internal split point and choose Split, or press Ctrl/Cmd+B.
  2. Choose Duplicate or Ctrl/Cmd+D to append a copy after the selected region.
  3. 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 GUIDE

Copy, cut and paste regions

Move whole parts between compatible tracks with the region clipboard.

How to use it

  1. Select a timeline region and choose Copy or Cut using Commands, the right-click menu, or Ctrl/Cmd+C/X.
  2. Select the destination track and place the playhead where the new region should begin.
  3. 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 GUIDE

Repeat a phrase or rehearse a passage

Region looping repeats source material; the transport loop repeatedly plays a song range.

How to use it

  1. For a repeating part, select a region and run Toggle region loop, then extend its right edge to the desired length.
  2. For rehearsal, select a region and run Set transport loop to selected region.
  3. 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 GUIDE

Work with layers and takes

A take is an editable arrangement layer. Several unmuted takes on one track can sound together.

How to use it

  1. Select a track and open FX to find its takes list.
  2. Choose a take to make it the editing target. Use New Take for a fresh layer, or select a region in Arrange.
  3. 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 GUIDE

Label verses, choruses and rehearsal points

Markers name important song positions without moving musical material.

How to use it

  1. Place the playhead at a section boundary and run Add marker at playhead.
  2. Enter a short meaningful label such as Intro, Verse or Chorus.
  3. 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.

CHAPTER 08

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.

Every strike, in detailClick image to enlarge ↗
Select events, then change timing, pitch and velocity in the Note Editor.
FEATURE GUIDE

Choose the correct region

The editor follows the selected track and its active take.

How to use it

  1. Select the marimba or drum region in Arrange.
  2. Choose Note Editor, press Ctrl/Cmd+2, or double-click an instrument region.
  3. 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 GUIDE

Select one event or a group

Selection controls which events most note tools change.

How to use it

  1. Click a note to select it. Shift-click other notes to add or remove them from the selection.
  2. Click an empty cell to clear the selection, or use All, Clear note selection, or Invert note selection.
  3. 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 GUIDE

Draw 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

  1. Double-click an empty cell on the desired instrument row and time position.
  2. Select the note or group and drag horizontally to move timing, or vertically to another playable row.
  3. 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 GUIDE

Set position, pitch and velocity numerically

The fields above the editor give precise control over a region and its selected events.

How to use it

  1. Use Start and Length to set the region’s absolute position and span in seconds.
  2. Select notes, choose the desired Note bar, enter Time or Velocity, then commit the field.
  3. 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 GUIDE

Shape dynamics with the velocity lane

The stems beneath the note grid show event strength and can be dragged.

How to use it

  1. Select a note or group.
  2. Grab a velocity stem in the lane beneath the grid.
  3. 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 GUIDE

Reuse selected notes

The note clipboard copies pitch, relative timing and velocity inside an instrument region.

How to use it

  1. Focus the Note Editor canvas, select notes and press Ctrl/Cmd+C or Ctrl/Cmd+X.
  2. Select a compatible target region and place the song playhead at the desired insertion point.
  3. 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.

CHAPTER 09

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 GUIDE

Tighten timing while preserving feel

Choose hard quantization, gentler halfway correction, swing or small nudges.

How to use it

  1. Select the intended notes and open Commands with Ctrl/Cmd+K.
  2. Search Quantize for straight or triplet grids, or search Swing, Nudge or Humanize.
  3. 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 GUIDE

Rework a phrase’s rhythm

Reverse event order in time or change the spacing between notes.

How to use it

  1. Select a phrase and search Reverse note order or Scale note timing.
  2. Choose half duration for a faster phrase, or double duration for a more spacious phrase.
  3. 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 GUIDE

Transpose, harmonise and strum

Pitch tools work within the instrument’s actual playable bars.

How to use it

  1. Select a melody or chord and search Transpose, harmony or Strum in Commands.
  2. Choose a semitone transposition, physical-bar step, added interval or strum spacing.
  3. 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 GUIDE

Balance velocities and create expression

Velocity tools alter the strength of events without changing track fader levels.

How to use it

  1. Select the events to shape, then search Velocity, crescendo, decrescendo or Accent.
  2. Choose a fixed level, relative change, range compression, normalization or expressive contour.
  3. 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.

CHAPTER 10

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.

Build a groove, one lane at a timeClick image to enlarge ↗
An expanded Drum Machine with pattern bank, beat workbench, step grid and expression editor.
  1. 1
    Pattern bank

    Eight editable pattern slots plus commit and live playback controls.

  2. 2
    Beat workbench

    Starter grooves, lane transformations and evenly spaced fills.

  3. 3
    Step grid

    Each row is a drum voice. Each column is a step.

  4. 4
    Expression editor

    Shape the focused hit’s velocity, probability, timing and repeats.

FEATURE GUIDE

Add 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

  1. Click Add Track, choose Drums, enter a useful name, and confirm the new track.
  2. Select its track header. In Arrange, the lower instrument panel becomes the drum editor.
  3. 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 GUIDE

Paint, 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

  1. 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.
  2. Right-click a cell to select it for the inspector without toggling the hit.
  3. 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.
  4. 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 GUIDE

Expand 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

  1. With a drum track selected in Arrange, click Expand drums beside FX in the instrument header.
  2. Scroll the drum editor to reach its lower controls; scroll the step grid horizontally for later columns and vertically for lower drum rows.
  3. Choose velocity, probability, micro or repeats below the grid to reveal that parameter’s expression bars.
  4. 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 GUIDE

Keep 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

  1. Click a slot letter A–H to make that pattern active.
  2. Type a name in the Pattern name field and finish the edit by leaving the field.
  3. 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 GUIDE

Copy, paste and duplicate a pattern

Use a known groove as the starting point for another slot without rebuilding every lane.

How to use it

  1. Choose the source slot and click Copy.
  2. Choose a destination slot and click Paste, or use Duplicate to Next to copy into the following slot and select it immediately.
  3. 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 GUIDE

Set 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

  1. Choose 16, 32 or 64 in Steps to set the overall pattern length.
  2. Use a row’s Length menu to choose the number of source steps that row uses.
  3. 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 GUIDE

Mute and solo individual drum rows

Isolate parts of the current pattern while keeping the programmed cells and their expression.

How to use it

  1. Click M beside a drum row to silence that row in the pattern.
  2. Click S beside one or more rows to hear only those soloed rows.
  3. 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 GUIDE

Choose 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

  1. Build a pattern, leave Live Pattern On, and press Play to hear it repeat over the drum track’s live region.
  2. When a section is ready, stop if necessary, place the playhead at its intended start and click Add Pattern Region.
  3. Select another slot or edit a variation, move the playhead to the next section, and click Add Pattern Region again.
  4. 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.

CHAPTER 11

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 GUIDE

Velocity: 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

  1. Select a step with a right-click, or select a drum lane and choose velocity beneath the grid.
  2. Adjust the inspector’s Velocity slider or drag the corresponding expression bar.
  3. 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 GUIDE

Probability: make a hit optional

Set how often an enabled source step is allowed to produce its hit cluster.

How to use it

  1. Enable the step you want to vary and select probability beneath the grid.
  2. Reduce its Probability slider or bar from 100% to a lower value.
  3. 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 GUIDE

Micro / 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

  1. Right-click the hit and adjust Timing, or choose micro to reveal timing bars.
  2. Move left/below zero for an earlier strike or right/above zero for a later strike.
  3. 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 GUIDE

Repeats: divide one step into a short roll

Create two, three or four evenly spaced attacks inside one sixteenth-note step.

How to use it

  1. Select an enabled drum step and choose repeats or use the Repeats inspector.
  2. Set 2, 3 or 4 for the desired subdivision; use 1 for a single attack.
  3. 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 GUIDE

Accent 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

  1. Right-click the desired step, then click Accent or Flam in the inspector.
  2. For a quick edit, Shift-click a cell for Accent or Alt-click for Flam; each also enables the cell.
  3. 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 GUIDE

Mute Step versus Clear Step

Temporarily silence a programmed hit or reset its complete source-step settings.

How to use it

  1. Right-click the step to inspect it.
  2. Click Mute Step to silence it while preserving its programmed expression, or use M with that grid cell focused.
  3. 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 GUIDE

Swing: delay alternating sixteenth-note columns

Create a repeated long–short timing feel without moving the visible steps.

How to use it

  1. Start with a steady eighth- or sixteenth-note pattern.
  2. Raise Swing gradually from 0% while listening to the subdivision against the melody.
  3. 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 GUIDE

Human 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

  1. To add generated timing variation, raise the Human slider a little from 0%.
  2. To rewrite the stored feel, click Humanize and audition the result.
  3. 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 GUIDE

Density and repeatable variation across cycles

Thin out an entire pattern while keeping a predictable relationship between playback passes.

How to use it

  1. Use 100% Density while building the essential groove.
  2. Lower Density when you want enabled hits across the pattern to be less likely to sound.
  3. 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.

CHAPTER 12

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 GUIDE

Nudge 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

  1. Copy the pattern to a spare slot if you want to compare two versions.
  2. Click Nudge Left or Nudge Right in the drum topbar.
  3. 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 GUIDE

Half 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

  1. Choose the pattern you want to transform and keep a copied version for comparison.
  2. Click Half Time.
  3. 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 GUIDE

Double 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

  1. Choose the pattern and click Double Time.
  2. Listen to the busier first half of each row.
  3. 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 GUIDE

Randomize: 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

  1. Choose a spare slot or copy your current pattern before experimenting.
  2. Click Randomize and listen to the result.
  3. 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 GUIDE

Clear: erase all stored steps in the active pattern

Start the selected slot again while retaining its pattern setup.

How to use it

  1. Check that the intended slot letter is active.
  2. Click Clear in the topbar and confirm the Clear Pattern message.
  3. 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 GUIDE

Evenly 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

  1. Select the drum pad or row you want to fill.
  2. Enter the number of Evenly spaced hits, from 0 up to that row’s Length.
  3. Set Offset, then click Fill lane.
  4. 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.

CHAPTER 13

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 GUIDE

Marimba groove

A syncopated kick and cowbell pattern supported by alternating hats and shaker.

How to use it

  1. Choose the intended slot and its 16, 32 or 64 Steps length.
  2. Select Marimba groove in Starter groove, then click Load groove.
  3. 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 GUIDE

Four on the floor

A regular quarter-note kick with offbeat Open Hat and a simple backbeat.

How to use it

  1. Choose the intended slot and its 16, 32 or 64 Steps length.
  2. Select Four on the floor in Starter groove, then click Load groove.
  3. 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 GUIDE

Pop backbeat

A clear snare backbeat, steady eighth-note hats and several connecting kicks.

How to use it

  1. Choose the intended slot and its 16, 32 or 64 Steps length.
  2. Select Pop backbeat in Starter groove, then click Load groove.
  3. 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 GUIDE

Offbeat pocket

A sparse shared Kick/Rim anchor with offbeat Closed Hat and a quiet regular shaker.

How to use it

  1. Choose the intended slot and its 16, 32 or 64 Steps length.
  2. Select Offbeat pocket in Starter groove, then click Load groove.
  3. 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 GUIDE

Disco drive

A steady kick, offbeat Open Hat and continuous sixteenth-note shaker.

How to use it

  1. Choose the intended slot and its 16, 32 or 64 Steps length.
  2. Select Disco drive in Starter groove, then click Load groove.
  3. 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 GUIDE

Hip-hop pocket

Syncopated kick placements with a stronger swing setting and quieter late rim notes.

How to use it

  1. Choose the intended slot and its 16, 32 or 64 Steps length.
  2. Select Hip-hop pocket in Starter groove, then click Load groove.
  3. 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 GUIDE

Hat rolls

A half-time snare placement with three-hit Closed Hat rolls near phrase ends.

How to use it

  1. Choose the intended slot and its 16, 32 or 64 Steps length.
  2. Select Hat rolls in Starter groove, then click Load groove.
  3. 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 GUIDE

Ride conversation

A lightly voiced Cymbal pattern with kick anchors and several snare replies.

How to use it

  1. Choose the intended slot and its 16, 32 or 64 Steps length.
  2. Select Ride conversation in Starter groove, then click Load groove.
  3. 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 GUIDE

Bossa pulse

A soft rim-and-shaker pattern over syncopated kick placements.

How to use it

  1. Choose the intended slot and its 16, 32 or 64 Steps length.
  2. Select Bossa pulse in Starter groove, then click Load groove.
  3. 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 GUIDE

Percussion circle

Interlocking low/high toms, cowbell, shaker and rim without the main kick or snare.

How to use it

  1. Choose the intended slot and its 16, 32 or 64 Steps length.
  2. Select Percussion circle in Starter groove, then click Load groove.
  3. 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 GUIDE

Half-time space

One central snare backbeat, a sparse kick and a final open-hat pickup.

How to use it

  1. Choose the intended slot and its 16, 32 or 64 Steps length.
  2. Select Half-time space in Starter groove, then click Load groove.
  3. 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 GUIDE

Breakbeat

A syncopated kick/snare phrase with quieter snare ghost notes and an open-hat lift.

How to use it

  1. Choose the intended slot and its 16, 32 or 64 Steps length.
  2. Select Breakbeat in Starter groove, then click Load groove.
  3. 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.

CHAPTER 14

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 GUIDE

Reverse

Play the selected source phrase’s stored hit order backwards.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Reverse in the selected lane menu.
  3. 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 GUIDE

Invert hits

Swap every enabled and disabled gate in the selected source phrase.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Invert hits in the selected lane menu.
  3. 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 GUIDE

Rotate left

Move the selected lane’s source cells one step earlier with wraparound.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Rotate left in the selected lane menu.
  3. 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 GUIDE

Rotate right

Move the selected lane’s source cells one step later with wraparound.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Rotate right in the selected lane menu.
  3. 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 GUIDE

Quarter notes

Replace the selected lane with one hit every four source steps.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Quarter notes in the selected lane menu.
  3. 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 GUIDE

Eighth notes

Replace the selected lane with one hit every two source steps.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Eighth notes in the selected lane menu.
  3. 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 GUIDE

Sixteenth notes

Replace the selected lane with a hit on every source step.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Sixteenth notes in the selected lane menu.
  3. 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 GUIDE

Build velocity

Ramp the enabled source hits from softer to stronger.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Build velocity in the selected lane menu.
  3. 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 GUIDE

Fade velocity

Ramp the enabled source hits from stronger to softer.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Fade velocity in the selected lane menu.
  3. 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 GUIDE

Ghost alternates

Alternate strong and quiet levels through the lane’s enabled hits.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Ghost alternates in the selected lane menu.
  3. 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 GUIDE

Accent beats

Mark enabled quarter-position source hits as accented.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Accent beats in the selected lane menu.
  3. 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 GUIDE

Vary probability

Keep quarter-position hits certain while making other enabled hits less certain.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Vary probability in the selected lane menu.
  3. 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 GUIDE

Push offbeats

Place alternate enabled source steps slightly ahead of their grid positions.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Push offbeats in the selected lane menu.
  3. 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 GUIDE

Pull offbeats

Place alternate enabled source steps slightly behind their grid positions.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Pull offbeats in the selected lane menu.
  3. 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 GUIDE

Two-hit rolls

Give every enabled source cell two attacks within its sixteenth-note step.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Two-hit rolls in the selected lane menu.
  3. 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 GUIDE

Three-hit rolls

Give every enabled source cell three evenly spaced attacks within its step.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Three-hit rolls in the selected lane menu.
  3. 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 GUIDE

Four-hit rolls

Give every enabled source cell four evenly spaced attacks within its step.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Four-hit rolls in the selected lane menu.
  3. 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 GUIDE

Flam accents

Put flams on enabled quarter-position source hits and remove them from other enabled hits.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Flam accents in the selected lane menu.
  3. 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 GUIDE

Reset expression

Keep each enabled hit and its velocity while returning its other expression to defaults.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Reset expression in the selected lane menu.
  3. 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 GUIDE

Clear lane

Reset every source cell within the selected row’s current Length to a fresh off state.

How to use it

  1. Select the intended drum pad or row name; check that name above the lane tool selector.
  2. Choose Clear lane in the selected lane menu.
  3. 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.

CHAPTER 15

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.

Prepare the recording pathClick image to enlarge ↗
Audio Setup groups input, monitoring and timing controls in one place.
FEATURE GUIDE

Choose 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

  1. Stop recording before changing input settings.
  2. Open Tools → Audio Setup, or click the audio-health indicator at the top.
  3. Use Refresh Inputs and allow microphone permission when the browser asks.
  4. Choose Input device and select Mono or Stereo under Input format.
  5. 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 GUIDE

Check 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

  1. Choose the device and format in Audio Setup.
  2. Click Test Input and speak or play at the loudest level you expect to record.
  3. Check the meter and dBFS reading; reduce the interface or microphone gain if it says Clipping.
  4. Click Stop Test when finished.
  5. 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 GUIDE

Adjust 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

  1. Open Audio Setup and inspect Browser audio latency.
  2. Enable Low-latency recording mode if appropriate for your device.
  3. Use Browser Baseline to place the browser-reported estimate in Recording compensation.
  4. Make a short click or precisely timed test recording against a known reference.
  5. If the captured result is late, increase positive compensation; if it is too early, reduce compensation or use a negative value.
  6. 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 GUIDE

Record 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

  1. Add a Microphone / line input track or select an existing input track.
  2. Open Audio Setup to select the correct input and test its level.
  3. Choose the start position and count-in, then press Record and allow microphone permission.
  4. Perform the part and press Record or Stop to finish.
  5. 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 GUIDE

Import, 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

  1. Use Tools → Import Audio, the audio track’s Import Audio button, or drag supported audio files onto the timeline.
  2. Choose a decodable audio file. Common choices include WAV, MP3, M4A, AAC, FLAC and OGG; support depends on the browser.
  3. The imported region is placed at the playhead or timeline drop position, following Snap when enabled.
  4. Select the waveform region to display its Name, Gain, fades and Curve controls in Arrange.
  5. 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.

CHAPTER 16

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 GUIDE

Connect 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

  1. Connect the device before opening MIDI Settings where possible.
  2. Click the MIDI badge and allow MIDI access if the browser asks.
  3. Check Status and Device, then choose an Active Input or leave All devices selected.
  4. Choose Any channel or Channel 1–16 in Channel Filter.
  5. 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 GUIDE

Place 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

  1. Choose the desired Alto, Tenor, Bass or drum track.
  2. Use Octave − / + to shift by whole octaves, from −2 to +2.
  3. Use Transpose to add a further −12 to +12 semitones.
  4. 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 GUIDE

Choose a velocity response

Velocity Curve changes how incoming key-strike strength becomes the recorded and played note velocity.

How to use it

  1. Open MIDI Settings and choose a Velocity Curve.
  2. Test soft, medium and strong strikes on the selected instrument.
  3. Use Linear for a direct response, Soft for quieter intermediate strikes, Hard for stronger intermediate strikes, or Fixed Loudness for an even response.
  4. 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 GUIDE

Use pitch bend, sustain, modulation and pressure

Supported MIDI expression messages control live sound or the selected track’s sound settings.

How to use it

  1. Choose the Pitch Bend range in MIDI Settings, from ±2 to ±24 semitones.
  2. Use your device’s pitch wheel while virtual notes are ringing.
  3. Use CC1/mod wheel to change the rumble stroke interval, and CC64/sustain to retain held-note behavior until pedal release.
  4. Use channel aftertouch for reverb amount or polyphonic pressure for stereo width if your device sends those messages.
  5. 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 GUIDE

Learn 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

  1. Click Learn Record or Learn Play.
  2. Press the controller button that sends the desired MIDI control-change message.
  3. Check MIDI Monitor for the learned CC number, then test the button after closing the dialog.
  4. Use Panic / All Notes Off if a controller disconnect or missed release leaves notes or repeated strokes active.
  5. 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.

CHAPTER 17

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.

Edit waveform regionsClick image to enlarge ↗
Audio regions use an inspector for source, placement and shaping controls.
FEATURE GUIDE

Choose an audio region and inspect its source

The region selector matters when an audio track contains several recordings or imports.

How to use it

  1. Select an audio region in Arrange, then choose Note Editor.
  2. Use the Region selector to choose a different part on that track.
  3. 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 GUIDE

Separate song placement from source selection

Timeline start/length place the audio; source offset/window decide which recorded material is used.

How to use it

  1. Set Timeline start to place the region on the song.
  2. Set Source offset to the beginning of the wanted material and Source window to the span you want to use.
  3. 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 GUIDE

Smooth audio edges and balance a region

Use region gain, fades and direction without changing other regions on the same track.

How to use it

  1. Set Region gain to balance this part before the track fader.
  2. Enter Fade in and Fade out durations and select a fade curve.
  3. 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.

CHAPTER 18

Undo and safe editing

Undo/redo lets you try arrangement and processing changes, while backups keep a separate editable copy of the project.

FEATURE GUIDE

Try an edit, then compare

Use Undo/Redo for arrangement changes such as moving, splitting, processing notes, and many mix actions.

How to use it

  1. Choose Undo or Ctrl/Cmd+Z to return to the previous saved edit state.
  2. Choose Redo or Ctrl/Cmd+Shift+Z to reapply it. Ctrl/Cmd+Y is also available outside text/control fields.
  3. 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.

CHAPTER 19

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.

Find the tool you needClick image to enlarge ↗
Search Commands by action, then run it or customise its shortcut.
FEATURE GUIDE

Find any production command

Search by a tool name or category instead of memorising every menu.

How to use it

  1. Click Commands or press Ctrl/Cmd+K.
  2. Type one or more words such as quantize, harmony, marker or export.
  3. 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 GUIDE

Use the main workstation keys

Ctrl is the workstation modifier on Windows/Linux; Cmd serves the same role on macOS.

How to use it

  1. Click the timeline or Note Editor canvas when you want workspace shortcuts.
  2. Use Ctrl/Cmd+1,2,3 for Arrange, Note Editor or Mixer; Space starts/stops playback.
  3. 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 GUIDE

Assign 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

  1. Open Commands and run Customize keyboard shortcuts.
  2. Choose the command, click the Shortcut field, then press Ctrl/Cmd+Alt plus the desired key. Add Shift for another layer.
  3. 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.

CHAPTER 20

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.

Shape the sound of a trackClick image to enlarge ↗
Effects belong to the selected track. Scroll the panel to reach all parameters.
FEATURE GUIDE

Understand 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

  1. Select the track you want to process.
  2. Click FX, or use that track’s FX button in the Mixer.
  3. Check the panel heading to confirm which track is being edited.
  4. Enable the desired effect with its small power button and adjust its sliders while listening.
  5. 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 GUIDE

Add room sound with Reverb

Reverb adds space around a part. Size, Wet and Decay shape the room contribution independently.

How to use it

  1. Enable Reverb with its power button.
  2. Start with a modest Wet level so the strikes remain clear.
  3. Increase Size for a larger room impression.
  4. Adjust Decay to change how the reverberant texture dies away.
  5. 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 GUIDE

Create 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

  1. Enable Delay.
  2. Choose Time to place the first repeat.
  3. Set Feedback for the number and persistence of further repeats.
  4. Set Wet for the echo level and balance it against the original strikes.
  5. 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 GUIDE

Balance 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

  1. Select the track and open its FX panel.
  2. Adjust Low (250Hz) to add or reduce low-frequency weight.
  3. Adjust Mid (1kHz) to shape the body and presence of the part.
  4. Adjust High (8kHz) to brighten or soften the upper attack.
  5. 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 GUIDE

Control dynamic range with Compression

Compression reduces the difference between louder and quieter signal peaks after EQ and delay.

How to use it

  1. Enable Compression.
  2. Lower Threshold until the louder strikes are being controlled to the degree you want.
  3. Choose Ratio for stronger or gentler peak reduction.
  4. Adjust Attack to preserve or soften the initial strike.
  5. Adjust Release so the level recovers naturally between musical gestures.
  6. 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 GUIDE

Set 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

  1. On a marimba or drum track, move Semitones to choose a fixed pitch offset.
  2. Set Stereo Width to 0% for mono, 100% for the ordinary image, or above 100% for a wider image.
  3. On a marimba, adjust Rumble Speed and Enhanced as needed.
  4. 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 GUIDE

Apply, 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

  1. Choose a preset in the FX selector and click Apply.
  2. Adjust the result, then use Save Preset and give it a useful name if you want to reuse it.
  3. Use Copy FX, select another track and use Paste FX to transfer the sound settings.
  4. After editing, click Compare to hear the settings from when the FX panel was opened; click Compare again to return to your edited version.
  5. 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.

CHAPTER 21

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 GUIDE

Choose 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

  1. Open FX on a marimba or drum track.
  2. Click a take to make it the current editing and recording target.
  3. Click New Take for an empty pass.
  4. Use Duplicate Take when you want another copy at the same region position for editing.
  5. 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 GUIDE

Clean 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

  1. Select the intended take in FX.
  2. Choose the desired Grid in Controls before using Quantize Take.
  3. Use Quantize Take for deliberate grid alignment, or Humanize Take for small timing and velocity variation.
  4. Use Tighten Velocity for more consistent strike levels.
  5. 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 GUIDE

Clear a take, delete a region or export the track

The bottom of FX provides cleanup and single-track export actions.

How to use it

  1. Select the take or audio region that needs attention.
  2. For a note take, click Clear and confirm only if you want to remove that take’s recorded notes.
  3. For a waveform track, select the waveform and use Delete Region.
  4. Use Export Track as WAV when you want a rendered stem of the current track.
  5. 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.

CHAPTER 22

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.

Choose your final deliveryClick image to enlarge ↗
Check the selected tracks and export settings before rendering.
FEATURE GUIDE

Bounce 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

  1. Finish recording and wait for any audio finalization.
  2. Click Export mix, Tools → Bounce, or run Export WAV mix with effects from the command centre.
  3. Enter Filename and check the tracks you want under Include Tracks.
  4. Choose whether Include effects should be enabled.
  5. Click Bounce and wait for preparing, rendering and encoding to complete.
  6. 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 GUIDE

Save 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

  1. Sign in to the profile whose recordings should receive the result.
  2. Check mute and solo states to choose the audible mix.
  3. Open Tools → Save Recording, or use the command-centre profile-save command.
  4. Enter Recording Title and check the displayed storage availability.
  5. Click Save to Profile and wait for rendering and the upload-complete message.
  6. 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 GUIDE

Export 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

  1. Finish recording and set mute/solo states to select the audible instrument parts.
  2. Open the command centre and run Export multitrack Standard MIDI file.
  3. Save the downloaded .mid file.
  4. Import it into your other MIDI-capable music application and assign or confirm its instrument sounds.
  5. 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 GUIDE

Choose the right deliverable and recover an unsuccessful export

Different save/export actions preserve different parts of your work.

How to use it

  1. Use Save Session for browser-local editing continuity.
  2. Use a portable project backup for an editable copy with the project’s embedded audio sources.
  3. Use WAV for finished sound, or MIDI for instrument-note exchange.
  4. If an export fails, read the status message and check track selection, mute states, source availability and available browser resources.
  5. 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.

COMPLETE REFERENCE

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

CommandWhat it does / targetDefault key
Undo last editRestore the preceding undoable arrangement, note, track or mix edit.Session undo historyRead workflow →⌘ Z
Redo editReapply an edit that was undone, while its redo history remains available.Session redo historyRead workflow →⌘ ⇧ Z

Project

CommandWhat it does / targetDefault key
Create a new sessionOpen the session manager to create a session or choose an existing one.Current sessionRead workflow →—
Save sessionSave 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 backupDownload 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 sessionChoose 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 notesOpen the session-notes field for arrangement reminders, recording notes or instructions.Current sessionRead workflow →—
Rename sessionOpen the current saved session’s rename action; an existing session is required.Current sessionRead workflow →—
Open track templatesOpen the track-template chooser rather than immediately changing any track.Current sessionRead workflow →—
Open Morning Light · complete demo songCreate 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 sessionCreate 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 reportDownload 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

CommandWhat it does / targetDefault key
Show Arrange and instrumentShow the arrangement with the active instrument’s performance or pattern editor below it.Workspace view/preferencesRead workflow →⌘ 1
Show Note EditorShow the Note Editor for the active marimba/drum take; audio tracks display an explanatory empty state.Workspace view/preferencesRead workflow →⌘ 2
Show MixerShow track faders, pans, mute/solo controls, effect access and the master output channel.Workspace view/preferencesRead workflow →⌘ 3
Toggle brighter workspaceToggle the brighter workspace palette and remember that preference in this browser.Workspace view/preferencesRead workflow →—
Toggle fullscreenRequest or exit browser fullscreen for the studio; browser support and user-gesture rules apply.Workspace view/preferencesRead workflow →—
Open workflow and shortcut guideOpen the built-in workflow, keyboard and recording guide.Workspace view/preferencesRead workflow →—
Timeline zoom inMultiply timeline pixels per second by 1.3, capped at 500 px/s; event timing is unchanged.Timeline displayRead workflow →—
Timeline zoom outDivide timeline pixels per second by 1.3, with a 20 px/s lower limit; event timing is unchanged.Timeline displayRead workflow →—
Timeline zoom fitFit the arrangement duration to the available timeline canvas and return horizontal scroll to the beginning.Timeline displayRead workflow →—
Note editor zoom inShow Note Editor and multiply its horizontal scale by 1.3, capped at 250 px/s.Note Editor displayRead workflow →—
Note editor zoom outShow Note Editor and divide its horizontal scale by 1.3, with a 20 px/s lower limit.Note Editor displayRead workflow →—
Customize keyboard shortcutsOpen customizable workstation shortcut settings; this configures command bindings rather than instrument note mappings.Workspace view/preferencesRead workflow →—

Transport

CommandWhat it does / targetDefault key
Play / stopStart playback or stop the current transport performance; preparation checks run before playback starts.Current sessionRead workflow →Space
Record / finish takeStart recording to the selected live-input track, or finish the current take when recording is active.Current sessionRead workflow →—
Go to startReturn the playhead to the session start.Current sessionRead workflow →[
Go to end of arrangementMove the playhead to the current arrangement’s computed end.Current sessionRead workflow →—
Audio devices and latency settingsOpen input-device, channel, monitoring, low-latency and timing-compensation settings; this does not itself start a take.Current sessionRead workflow →—
Panic · stop all sounding notesStop playback and release sounding MIDI/instrument holds, sustain and repeating notes.Current sessionRead workflow →—
Toggle metronomeEnable or disable the metronome for transport playback and recording.Current sessionRead workflow →—
Toggle count inEnable or disable the configured recording count-in; its bar count is set in the transport controls.Current sessionRead workflow →—
Toggle loopEnable or disable repeating the saved transport loop between Loop Start and Loop End.Current sessionRead workflow →—
Toggle snapEnable or disable grid snapping for supported editing operations; recording still preserves performed strike timing.Current sessionRead workflow →—
Move playhead back one barMove the playhead back by one current-meter bar: meter beats × meter-beat duration; clamp at session time zero.PlayheadRead workflow →—
Move playhead back one beatMove the playhead back by one current-meter beat, respecting its beat denominator; clamp at session time zero.PlayheadRead workflow →—
Move playhead forward one barMove the playhead forward by one current-meter bar: meter beats × meter-beat duration; clamp at session time zero.PlayheadRead workflow →—
Move playhead forward one beatMove the playhead forward by one current-meter beat, respecting its beat denominator; clamp at session time zero.PlayheadRead workflow →—

Tracks

CommandWhat it does / targetDefault key
Add Alto trackAdd and select an Alto marimba track with its playable note range.Session track listRead workflow →—
Add Tenor trackAdd and select a Tenor marimba track with its playable note range.Session track listRead workflow →—
Add Bass trackAdd and select a Bass marimba track with its playable note range.Session track listRead workflow →—
Add Drum Machine trackAdd and select a Drum Machine track with its own pattern bank and pad sounds.Session track listRead workflow →—
Add Microphone / line input trackAdd and select an audio-input track; configure its microphone or line input in Audio Setup before recording.Session track listRead workflow →—
Add Imported audio trackAdd and select an imported-audio track, then open the audio-file chooser.Session track listRead workflow →—
Duplicate track with clips and effectsClone the active track, including clips/takes and mix/effect settings, into a separate track.Active trackRead workflow →—
Select previous trackSelect the preceding track in the list, wrapping from the first track to the last.Active-track selectionRead workflow →Alt ↑
Select next trackSelect the following track in the list, wrapping from the last track to the first.Active-track selectionRead workflow →Alt ↓
Move track upMove the active track up one position; the top track stays at the top.Track orderRead workflow →—
Move track downMove the active track down one position; the bottom track stays at the bottom.Track orderRead workflow →—

Mixer

CommandWhat it does / targetDefault key
Toggle track muteToggle whole-track mute without deleting its notes, audio regions or patterns.Active trackRead workflow →—
Toggle track soloToggle whole-track solo; when any tracks are soloed, playback excludes tracks outside that solo set.Active trackRead workflow →—
Unmute every trackClear the mute flag on every track; existing solo flags are retained.All session tracksRead workflow →—
Clear every soloClear the solo flag on every track; existing mute flags are retained.All session tracksRead workflow →—
Centre all track pansSet every track’s pan to centre.All session tracksRead workflow →—
Spread ensemble across stereo fieldCentre 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 dBMultiply every track level by 10^(−3/20), approximately 0.708, creating 3 dB of additional level headroom.All session tracksRead workflow →—
Track level -6 dBMultiply the active track level by 10^(-6/20), a -6 dB change, clamped to 0–100% gain.Active trackRead workflow →—
Track level -3 dBMultiply the active track level by 10^(-3/20), a -3 dB change, clamped to 0–100% gain.Active trackRead workflow →—
Track level -1 dBMultiply the active track level by 10^(-1/20), a -1 dB change, clamped to 0–100% gain.Active trackRead workflow →—
Track level +1 dBMultiply the active track level by 10^(1/20), a +1 dB change, clamped to 0–100% gain.Active trackRead workflow →—
Track level +3 dBMultiply the active track level by 10^(3/20), a +3 dB change, clamped to 0–100% gain.Active trackRead workflow →—
Pan track 50% leftSet the active track’s pan to 50% left; this replaces its previous pan position.Active trackRead workflow →—
Pan track 25% leftSet the active track’s pan to 25% left; this replaces its previous pan position.Active trackRead workflow →—
Pan track centreSet the active track’s pan to centre; this replaces its previous pan position.Active trackRead workflow →—
Pan track 25% rightSet the active track’s pan to 25% right; this replaces its previous pan position.Active trackRead workflow →—
Pan track 50% rightSet the active track’s pan to 50% right; this replaces its previous pan position.Active trackRead workflow →—

Regions

CommandWhat it does / targetDefault key
Split region at playheadSplit 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 itselfCreate an independent region immediately after the selected region’s end; its source sound/data is retained.Selected arrangement regionRead workflow →⌘ D
Copy selected regionCopy the selected region into the studio region clipboard without deleting it.Selected arrangement regionRead workflow →⌘ C
Cut selected regionCopy the selected region into the region clipboard, then remove that region from the arrangement.Selected arrangement regionRead workflow →⌘ X
Paste region at playheadPaste 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 loopToggle repeating the selected region’s source over its displayed length; this is independent of the transport loop.Selected arrangement regionRead workflow →—
Toggle region muteToggle only the selected region’s mute flag, leaving other regions on the same track available.Selected arrangement regionRead workflow →—
Delete selected regionRemove the selected arrangement region without deleting its entire track.Selected arrangement regionRead workflow →Delete
Move selected region to startSet the selected region’s arrangement start to session time zero.Selected arrangement regionRead workflow →—
Move selected region to playheadSet 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 barMove 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 barMove 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 regionSet 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 playheadCreate 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

CommandWhat it does / targetDefault key
Select all notes in current takeSelect every event in the active marimba/drum take and show Note Editor.Active marimba/drum takeRead workflow →⌘ A in editor
Clear note selectionClear the event selection and show Note Editor. Most musical transforms then target the whole active take.Note selectionRead workflow →—
Invert note selectionSelect 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 millisecondKeep 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 notesRemove 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 laterKeep 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 notesCopy 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 notesCopy 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 playheadAdd 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

CommandWhat it does / targetDefault key
Quantize notes to 1/4Move 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 1/4Move 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 1/8Move 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 1/8Move 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 1/16Move 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 1/16Move 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 1/32Move 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 1/32Move 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 tripletsMove 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 tripletsMove 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 swingQuantize 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 swingQuantize 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 swingQuantize 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 msShift 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 msShift 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 msShift 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 msShift 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 msShift 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 msShift 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 msShift 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 msShift 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 msAdd 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 msAdd 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 msAdd 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 timeReflect 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 durationMultiply 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 durationMultiply 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

CommandWhat it does / targetDefault 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 barMove 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 barMove 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 aboveKeep 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 aboveKeep 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 aboveKeep 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 aboveKeep 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 notesWithin 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 notesWithin 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 notesWithin 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

CommandWhat it does / targetDefault 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% peakScale 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 meanReplace 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 crescendoSet 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 decrescendoSet 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 beatsAdd 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

CommandWhat it does / targetDefault key
Toggle track reverbToggle the active track’s reverb enable flag while retaining its parameter values.Active trackRead workflow →—
Toggle track delayToggle the active track’s delay enable flag while retaining its parameter values.Active trackRead workflow →—
Toggle track compressorToggle the active track’s compressor enable flag while retaining its parameter values.Active trackRead workflow →—
Toggle all track effects bypassToggle bypass of the active track’s effect treatment while keeping its saved settings for restoration.Active trackRead workflow →—
Open detailed track effectsOpen the detailed effects panel for the active track.Active trackRead workflow →—
Reset track mix and effectsReset 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 treatmentSet EQ low +2 dB, mid −1 dB and high −2 dB; retain other track settings.Active trackRead workflow →—
Apply bright track treatmentSet EQ low −1 dB, mid +1 dB and high +3 dB; retain other track settings.Active trackRead workflow →—
Apply room track treatmentEnable reverb with Size 20%, Decay 25% and Wet 15%; retain other track settings.Active trackRead workflow →—
Apply hall track treatmentEnable reverb with Size 65%, Decay 55% and Wet 28%; retain other track settings.Active trackRead workflow →—
Apply echo track treatmentEnable delay with Time 375 ms, Wet 18% and Feedback 25%; retain other track settings.Active trackRead workflow →—
Apply punch track treatmentEnable 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 treatmentSet track stereo width to 0%; retain pan and other mix/effect settings.Active trackRead workflow →—
Apply wide track treatmentSet track stereo width to 140%; retain pan and other mix/effect settings.Active trackRead workflow →—

Markers

CommandWhat it does / targetDefault key
Add marker at playheadPrompt 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 markerSeek to the closest marker more than 10 ms before the playhead; do nothing if none exists.Playhead and session markersRead workflow →—
Go to next markerSeek to the closest marker more than 10 ms after the playhead; do nothing if none exists.Playhead and session markersRead workflow →—

Export

CommandWhat it does / targetDefault key
Export WAV mix with effectsOpen the WAV bounce dialog for the arranged mix, including supported track effects.Audible session mixRead workflow →—
Export selected track to WAVRender 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 recordingsOpen 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 fileDownload 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

CommandWhat it does / targetDefault key
Normalize selected audio regionSet 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 regionToggle reversed playback of the selected source window without rewriting its original audio data.Selected audio regionRead workflow →—
Crossfade selected audio region with nextApply 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 msSet 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 msSet 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 msSet 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 msSet 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 msSet 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 msSet 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 msSet 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 msSet 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 msSet 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 msSet 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 msSet 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 msSet 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 →—
FAQ

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.