Routing and Resampling
Live's track I/O in full — Audio From/To, Pre FX/Post FX/Post Mixer taps, sends and returns, groups, sidechain inputs, monitoring modes, Resampling, External Instrument and External Audio Effect, dummy clips, return feedback, Bounce (12.2/12.3), Freeze/Flatten and latency compensation, with diagrams of the setups that come up constantly in sound design.
Most of what gets called "advanced sound design in Live" is routing. The synth is the same; what changes is where you tap its signal, what you feed back into it, and how you print the result. Any track can take audio from any other at three points (before devices, after devices, after fader), returns can feed each other, and a Resampling input records whatever the master plays. External Instrument and External Audio Effect pull hardware into the same graph. This page maps that graph, then gives the setups that come up in every session: parallel chains, sidechain taps, dummy clips, feedback loops, hardware inserts and the three ways of printing.
Architecture / concept
Open the In/Out section with Cmd+Opt+I. Every audio track has an Audio From chooser (Ext. In, Resampling, any track or return, No Input) with a sub-chooser for the tap point, a Monitor switch (In / Auto / Off) and an Audio To chooser (Master, Sends Only, Ext. Out, another track). Groups sum their children; returns have only Audio To and send knobs. The taps:
| Tap | Where | Use |
|---|---|---|
| Pre FX | Track input, before any device (for MIDI tracks: the instrument output) | Parallel chains from the raw source |
| Post FX | After the device chain, before fader and pan | Sidechain keys that must not change when you mix; parallel chains |
| Post Mixer | After fader, pan, mute and sends | Recording what you hear; stems |
| Rack chains and drum pads | Any rack chain, any Drum Rack pad | Tapping one layer of a layered instrument |
Sends, returns and groups
Sends are post-fader by default (Pre/Post toggle per return). Returns can send to other returns and, once enabled by right-clicking the send knob, to themselves; both are off by default because they create feedback paths. Groups hold devices, so a group is a free bus, and since 12.3 can be bounced to one audio track. Sidechain inputs on Compressor, Gate, Multiband Dynamics, Auto Filter, Roar (12.2), Auto Shift, Vocoder and the M4L Envelope Follower take any track at any tap, a path that never passes through the mixer.
Monitoring modes
| Mode | Behaviour | Use |
|---|---|---|
| In | Always passes the input through the devices, ignores clips | Hardware returns, dummy clip hosts, live input processing, feedback loops |
| Auto | Input while armed, clips when not | Normal recording |
| Off | Never passes input; records it silently when armed | Resampling and tracking where you monitor the source elsewhere |
Resampling, Bounce, Freeze and Flatten
Resampling is an input choice: Audio From → Resampling, arm, record, and the track captures the master output in real time, including everything you do by hand. Freeze renders a track with its devices to a hidden file and disables them; Flatten replaces the track with that audio. Bounce in Place (12.2) renders selected clips or a track with its devices to audio, offline and faster than real time; Bounce Group (12.3) does it for a group and its children in one go. Resample when the performance matters; Bounce for a clean, phase-aligned print; Freeze when you only need CPU back.
Hardware I/O devices
External Instrument sits on a MIDI track: MIDI To (port, channel), Audio From (interface inputs), Gain and a Hardware Latency field. External Audio Effect is the audio equivalent with Audio To and From, Dry/Wet, Gain, the latency field and a measurement button that pings the round trip. Both make a hardware box behave like a plug-in inside the compensated graph, and both can be frozen and bounced, which is how you print a eurorack voice or a TD-3 pass. See hardware and modular integration.
Latency compensation
Delay Compensation (Options menu) delays every path so the one with the most device latency arrives with the rest; hover a device title bar to see its latency (lookahead limiters, linear-phase EQ and convolution add several ms). Routing a track into another is compensated; feedback loops cannot be, so a return feeding itself always carries at least one buffer of delay (128 samples at 48 kHz is 2.7 ms). Reduced Latency When Monitoring removes compensation from Monitor In tracks so live inputs feel immediate, at the cost of drifting from the compensated ones. The Track Delay field nudges a track by hand for phase-aligning layers or offsetting hardware.
Parameters that matter
| Where | Parameter | What it does | Starting points |
|---|---|---|---|
| Track I/O | Audio From + tap | Source and tap point | Post FX for sidechains and parallel chains; Post Mixer for stems |
| Track I/O | Audio To | Master, Sends Only, Ext. Out, or another track | Sends Only for a track that exists only to feed returns |
| Track I/O | Monitor | In / Auto / Off | In for anything that has no clips and must pass audio |
| Return | Pre / Post toggle, send-to-self enable | Pre-fader sends; self-feedback permission | Pre for dub sends you fade out while the tail stays; self-send off unless building a feedback rack |
| External Audio Effect | Audio To/From, Gain, Dry/Wet, Hardware Latency, Measure | Hardware insert with compensation | Measure once per interface and sample rate; Gain to match the hardware's input level |
| External Instrument | MIDI To, Audio From, Gain, Hardware Latency | Hardware synth as instrument | Latency 2–8 ms typical over USB; Gain +0 to +12 dB for −10 dBV gear |
| Options menu | Delay Compensation, Reduced Latency When Monitoring | Global compensation and the live-input exception | Both on for tracking; Reduced Latency off when mixing |
| Audio preferences | Buffer size, Driver Error Compensation | Round-trip latency and its measured correction | 128 samples for playing, 512+ for mixing; run the compensation test with a loopback cable |
| Freeze | Freeze / Flatten, Unfreeze | Render in place, replace with audio, restore | Flatten only on a duplicate of the track |
| Bounce (12.2+) | Bounce in Place, Bounce to New Track, Bounce Group (12.3) | Offline render of clip, track or group with devices | Bounce to New Track to keep the source muted below for later edits |
Techniques
Parallel chain from a Post FX tap
The simplest parallel processing in Live is a second audio track listening to the first. Unlike an Audio Effect Rack with two chains, the two paths have their own faders, sends and automation lanes.
- New audio track, Audio From the bass track, sub-chooser Post FX, Monitor In.
- Distortion on the parallel track, then an EQ that removes the sub (HP 150–200 Hz) so the clean sub comes only from the main track.
- Balance with the fader; automate the parallel fader for drops where the grit comes forward.
Sidechain taps that survive the mix
A sidechain keyed from Post Mixer changes whenever the kick fader moves. Key from Post FX or from a silent trigger track and the ducking is independent of the mix.
- Duplicate the kick track, name it Ghost Kick, set Audio To → Sends Only, all sends down. It now makes no sound.
- Point every sidechain (Bass Compressor, Pad Auto Filter, Roar on the chords) at Ghost Kick, Post FX.
- Now the ghost clip can play 4-to-the-floor through a breakdown where the real kick is out, keeping the pump; or play a different rhythm from the audible kick.
Dummy clips: clip envelopes as a performance effect rack
An audio track that listens to another track and holds silent clips whose envelopes drive its devices. Launch a clip and the effect pattern changes while the source keeps playing through it.
- Audio track FX Host: Audio From Drums, Post Mixer, Monitor In. Set the Drums group Audio To → FX Host (Track In) if you want the drums to be heard only through the host; otherwise keep both and treat the host as parallel.
- Drop any short audio clip into the host, set its clip gain to −inf (or use an empty silent file). Loop 1 bar.
- In the clip's Envelopes tab, draw Auto Filter Freq, Beat Repeat Chance, Echo Dry/Wet. These lanes can be automation or modulation; modulation leaves the knobs free for your hands.
- Duplicate the clip for each variation: "filter sweep", "stutter", "dub out". Launch them like scenes.
Send-to-self feedback dub delay
Enable a return's send to itself and the delay output re-enters through whatever devices sit in the loop: filter, saturate, pitch-shift, so the repeats evolve instead of just decaying.
- Right-click the send A knob on return A → Enable Send. Set it to −inf for now.
- Delay with device feedback 0 and Dry/Wet 100%. EQ Eight with HP 200 Hz and LP 5 kHz in the loop so each repeat gets darker and thinner. A Limiter at the end of the chain, not in the loop's feed, as the fence.
- Raise send A on return A slowly. Around −12 to −6 dB the repeats hold; above −3 dB the loop runs away (the limiter stops the damage but the tail is now a drone, which can be the point).
- Map the self-send knob to a macro or a Push encoder; this is the dub "send to infinity" move.
Variations: Shifter at +12 st in the loop for a rising shimmer that climbs an octave every repeat; Grain Delay with Spray in the loop for a cloud; Roar's own Feedback routing does a device-level version for shorter, pitched loops. See dub FX and delays and the feedback rack.
Resampling a performance into a Simpler layer
Record the master while riding macros, then chop the result as a sample. The devices are gone; the gesture is baked in.
- New audio track, Audio From → Resampling, Monitor Off, arm. Solo the source track. Bypass the master limiter so you print headroom, not a squashed take.
- Record while performing the macros: filter rides, the feedback send above, a rate switch on a wobble LFO.
- Drag the clip onto a Simpler in Slice mode (Transients) or into a Drum Rack. Each slice is now a hit with the movement inside it.
- Repeat: resample the Simpler track again through a different chain. Two or three generations of this is where most interesting textures come from.
Hardware insert on a Live track (External Audio Effect)
Treat a eurorack filter, a pedal or a hardware compressor like a plug-in with compensation. The device replaces the pair of "send out, record back in" tracks and keeps everything on the grid.
- External Audio Effect on the track. Audio To → the interface outputs that go to the hardware, Audio From → the inputs it comes back on.
- Press the latency measurement button with the hardware in bypass or with a cable loop, then put the hardware back in circuit. Re-measure if you change buffer size or sample rate.
- Gain to match levels (eurorack is hot, pedals are not; −20 to +12 dB range). Dry/Wet below 100% gives a free parallel blend.
- Freeze or Bounce the track when you are done so the hardware is free for the next job and the set is portable.
Printing: Bounce, Freeze/Flatten or Resample, and when
Three ways to turn a processed track into audio, each with a different relationship to time, latency and tails.
| Method | Speed | Captures | Misses | Use |
|---|---|---|---|---|
| Resample | Real time | Master output, your hands, any live input, feedback loops | Requires solo discipline; prints the master chain | Performances, hardware, feedback, "happy accidents" |
| Freeze / Flatten | Offline | Track devices, clip automation, tails (Freeze adds tail time) | Sidechain inputs from frozen tracks are static; nothing from other tracks | CPU relief, keeping the source editable (Unfreeze) |
| Bounce in Place (12.2) | Offline | Selected clips or track with devices and automation, to a new or same track | Live inputs and feedback paths; Monitor In tracks | Committing a sound design pass, phase-clean stems |
| Bounce Group (12.3) | Offline | Whole group with group devices to one audio track | Same as above | Drum groups, layered synth groups, delivering stems |
Drum Rack pads to individual tracks and back
Drum Rack chains can be routed to their own tracks from inside the rack, extracted (right-click a pad → Extract Chains), or tapped via another track's Audio From. The kick gets its own compressor and the hats their own send without leaving the rack.
- Show the Drum Rack's chain list and press its I/O button. Each chain gets an Audio To chooser; route Kick, Snare and Hats to three audio tracks set to Monitor In.
- Group the three out tracks plus the Drum Rack track into a Drums group with Drum Buss and Glue on the group.
- Sidechain the bass from the Kick Out track Post FX, not from the rack, so the kick's own compressor and EQ are part of the key.
Related
- Resampling workflow — multi-generation resampling as a design method
- Parallel processing — racks versus track-based parallel chains
- Sidechain and ducking — keying strategies
- Mix templates — a routing graph you can start from
- Hardware and modular integration — External Instrument, CV Tools, TD-3
- Modulation with Max for Live — Envelope Follower as a routed modulation source
- Feedback rack and no-input feedback — the return loop pushed further
- Keyboard shortcuts — I/O, freeze and bounce keys