Sampling
Every project has its own pool of 128 samples and another 128 wavetables. You record into them, import into them and slice what's there, and all of it lives inside the project's folder.
The sample pool
- The pool is 128 numbered slots. The slot number is what the sampler's SAMPLE knob and its p-locks point at, so slots never move: deleting a sample leaves a hole, and the next import fills the first hole it finds.
- Tap a row to put that sample on the current track and hear it. The speaker button plays it without assigning it.
- Importing works from anywhere in the Files app. Choose Samples Folder,
browse into subfolders, tap to audition (auditions play through the master
output, the same pair as everything else),
+to import. A file that's already in the pool shows a green badge and gets re-pointed instead of copied twice. It reads wav, aif and aiff, mp3, m4a, flac, caf, aac and ogg, and decodes up to 60 seconds of each. - An import copies the file into the project's folder, so a project is always self-contained.
Recording a sample
From the pool browser choose Record a Sample. There are two sources:
| Source | Records |
|---|---|
| Resample | The master mix, which is everything you hear apart from the metronome. If the transport isn't running, pressing record starts it. |
| Mic/Input | The microphone or a connected interface. You pick the device, mono or stereo, and on a multi-channel interface the channel pair. The input is metered but not played back through the mix. |
- Snap to bar is on by default. While playing, the take starts and stops on the next bar line, so a resampled loop comes out exactly a bar long. The level meter goes red when you're clipping.
- Takes run up to 60 seconds. When you stop, you name it (the defaults count up, Resample 1, Sample 1 and so on), listen back, and either Add to Pool → Track N, which puts it straight onto the track you came from, or discard it.
The slice editor
With a sampler track in SLICE mode, the scissors chip in the waveform header opens the slice editor.
- Tap the waveform to add a marker. Tap a marker to select it (it turns amber), drag it to move it, trash deletes the selected one and Clear removes them all.
- The GRID row (4, 8, 16, 32 or 64) lays down an even chop you can then adjust by hand.
- Slices belong to the pool slot, so every track playing that sample shares them, and a preset carries them along.
- Everything before your first marker counts as slice 1. A sample with no markers plays whole.
The wavetable pool
- 128 slots per project, browsed from the waveform header on a wavetable track. Auditioning a table plays straight through it, so you hear the morph itself.
- Import from any Files folder: wav, aif and aiff, flac or caf. Files follow the common convention of 2048-sample frames, and anything else loads as a single-cycle wave.
- Eight factory tables are there from the start: Basic Morph, PWM, Harmonics, Sync, FM, Vowel, Bell and Digital.
Factory content
The app ships with a sample library. There's a 20-piece starter kit (a classic drum machine set, a sub bass, a noise sweep) that fills the pool the first time a sampler track meets an empty one, and folders of kicks, snares, closed and open hats, claps, toms, percussion, cymbals, drum loops, basses and FX to browse from the Samples drawer. The factory files live in a shared folder on the device, outside your projects, mirrored from the app itself. If one goes missing it's copied back rather than playing silence.
The preset browser is stocked from the same library: a few dozen sampler sounds across every folder (Deep Kick and Punch Kick, Crack Snare and Room Snare, Deep Sub and Growl Bass, Break 170 and House Chop among them), each pointing at its factory sample so loading one never copies audio into your project, plus a set of mono synth presets that lean on the synth's whole feature set, and one of each drum model.