ABLETON 12 SOUND DESIGN ATLAS

Simpler, Sampler and the drum devices

Live's sample-playback family — Simpler's Classic / One-Shot / Slice modes with warp, filter and LFO; Sampler's zones, round-robin, modulation, Pitch/Osc FM and filter morph; Drum Rack chains, choke, receive/send and macros; the 12.1 Drum Sampler; Impulse; slicing; and 12.3 stem separation as a sampling source — with eight techniques.

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Most of what gets called "sound design" in a finished track is sample manipulation, and Live has five devices for it that overlap on purpose. Simpler is the fast one: drop a sample, choose Classic (pitched, loopable), One-Shot (drum-style, no sustain) or Slice (chopped to a keyboard), warp it to tempo, filter it, LFO it. Sampler is the deep one: key and velocity zones, round-robin via sample-select, three LFOs, three envelopes, a pitch/oscillator section that FM-modulates the sample, and a filter that morphs between types. Drum Rack is a container that gives each pad its own chain, choke group, return sends and input/output routing. Drum Sampler (12.1) is a one-shot player with the drum-specific controls you used to build out of five devices: pitch envelope, decay, filter, and built-in Sub, Punch, Noise, Ring and Crush effects. Impulse is the 2001-era eight-slot drum machine that still does one thing better than anything: eight hits with per-hit saturation and a global filter, in one view. And from 12.3, Stem Separation turns any audio clip into drums, bass, vocals and other, which makes every record you own a sample source.

Architecture

Simpler

One sample, one voice path. The sample display with Start, End, Loop and Fade (Classic), or slice markers (Slice), feeds a pitch section (Transpose, Detune, Glide, Voices, Spread), then the Filter (LP/HP/BP/Notch/Morph with the same circuits as Wavetable: Clean, OSR, MS2, SMP, PRD, plus Drive), then the amp. Three envelopes: Volume, Filter, Pitch. One LFO with Sine, Tri, Saw, Square, S&H and Random shapes, free or synced, routable to volume, filter, pan and pitch. Warp on means the sample follows set tempo with the clip warp modes (Beats, Tones, Texture, Re-Pitch, Complex, Complex Pro); Texture and Complex Pro turn Simpler into a granular freezer when you drag Start/End together.

ModeBehaviourUse
ClassicPolyphonic pitched playback with Loop, Loop Fade/Crossfade, Snap, Reverse, Sustain/Release loop modes; Warp optionalInstruments, pads from any sound, 808s, tonal textures
One-ShotMono one-shot with Trigger/Gate, Fade In/Out, Snap; no loopDrums, stabs, vocal chops that must always play through
SliceChops the sample by Transient, Beat, Region or Manual and maps slices chromatically from C1; Playback Mono/Poly/Thru; SensitivityBreaks, vocals, loops you want to re-sequence

Sampler

Sampler is the same path with everything multiplied. The Zone editor maps any number of samples by Key, Velocity and Sample Select ranges with crossfades; Sample Select is the round-robin and layer-switch control (a per-zone 0–127 range plus a global selector you modulate). The Sample tab sets per-sample Root key, Detune, Volume, Pan, Start/End/Loop with Loop modes and crossfade, Reverse, Snap, and Interpolation. The Pitch/Osc tab has a dedicated modulation oscillator (sine through saw and noise) that can frequency-modulate the sample (FM) or amplitude-modulate it, plus a Pitch envelope and Spread. The Filter/Global tab has a Morph filter (continuously sweepable between LP, BP, HP and notch), a Shaper with Soft, Hard, Sine, 4-bit modes pre or post filter, and the Volume envelope. Modulation: three ADSRs with loop modes, three LFOs (LFO 1 global, LFO 2 and 3 per voice, routable to any two destinations each), and Aux envelope routing to almost any parameter. MIDI tab maps velocity, key, aftertouch, mod wheel and pitch bend to two destinations each.

Drum Rack, Drum Sampler, Impulse

A Drum Rack is an Instrument Rack whose chains are selected by note: each pad (C-2 to G8, 128 of them, shown 16 at a time) is a chain with its own devices, mixer with volume/pan/mute/solo, a Choke group (1–16; a new hit in the group cuts the others), Receive (input note), Play (output note sent to the chain's instrument) and up to twelve return chains that work like sends inside the rack. Chains can be routed out to separate audio tracks (the chain's Audio To) so a rack mixes on the main mixer. Pad-level macros, Macro Variations and 12's Macro randomisation apply as in any rack. Drum Sampler (12.1) is the device Ableton wants in those pads: a one-shot player with Pitch (coarse/fine), a Pitch envelope with Amount and Decay, Decay / Hold / Attack on the amp, a Filter (LP/HP/BP) with its own envelope amount, Loop and Stretch controls, plus a built-in effects section: Sub (tuned sine under the hit), Punch (transient click), Noise (filtered noise layer), Ring (ring modulation) and Crush (bit/sample-rate reduction), each with a few controls. Impulse keeps eight slots, each with Start, Transpose, Stretch, Drive (saturation), a filter with Mode/Freq/Res, Decay with Trigger/Gate, Pan, Volume, Velocity and Random amounts on pitch and so on, and a global Volume, Transpose and Time.

Parameters that matter

Simpler

ParameterWhat it doesStarting points
Mode: Classic / One-Shot / SlicePlayback model, see table aboveClassic for anything pitched; One-Shot for drums; Slice for loops
Warp, Warp modeTempo-locks the sample; Beats for drums, Tones for mono pitched, Texture for pads/grain, Complex Pro for polyphonic materialTexture with Grain Size 100 ms and Flux 20% for frozen pads
Start / End / Loop / Fade / CrossfadeRegion and loop in Classic; Loop mode Off / On / Back-and-forthLoop a 50–200 ms section with Crossfade 50% for sustained tones
SnapMoves Start/End to zero crossingsOn, always, unless you want clicks
Transpose / Detune / Glide / Voices / SpreadPitch, portamento (Glide/Portamento modes), polyphony, stereo detuneSpread 30–60% on pads; Voices 1 + Glide for 808s
Filter: type, circuit, Freq, Res, Drive, Env, LFO, Key, VelSame filter as Wavetable; Drive only on the OSR/MS2/SMP/PRD circuitsMS2 LP with Drive 15% for warmth; PRD for aggressive resonance
Volume / Filter / Pitch envelopesADSR each; Pitch env has Amount in semitonesPitch env −12 st, D 40 ms on an 808 sample for extra click
LFO: shape, rate (Hz or sync), Retrigger, Offset, destinations (Vol, Filter, Pan, Pitch) with amountsOne LFO, four targets with separate amountsS&H synced 1/16 → Filter 20% on a sliced break
Slice: by Transient / Beat / Region / Manual, Sensitivity, Playback Mono/Poly/Thru, Nudge, LoopSlicing engine; Thru plays the rest of the sample from the sliceTransient, Sensitivity 50%, then prune slices manually

Sampler

TabParameterWhat it doesStarting points
ZoneKey / Vel / Sample Select ranges with fadesMulti-sample mapping; Sample Select is the layer/round-robin axis4 hits of the same drum on Sel 0–31 / 32–63 / 64–95 / 96–127, Sel modulated by LFO 1 Random
SampleRoot, Detune, Vol, Pan, Loop mode, Crossfade, Reverse, Snap, InterpolationPer-sample playbackLoop Back-and-forth with Crossfade 30% for seamless sustains
Pitch/OscOsc On, waveform, Mode FM/AM, Freq (fixed or key-tracked), Volume (depth), own envelope, Pitch env, Spread, GlideA modulation oscillator inside the sampler; FM makes any sample metallic, AM gives tremolo-to-ring-modFM, Sine, key-tracked ratio 1, Volume 20% with D 200 ms env for bite on a bass sample
Filter/GlobalFilter type incl. Morph, Freq, Res, Morph position, Drive, Shaper type and position, Vol env, Pan, TimeContinuous filter morph is unique to SamplerMorph LP→BP swept by Aux env for vowel-ish moves
ModulationAux env (loopable), LFO 1 (global), LFO 2/3 (per voice) with 2 destinations each, amountsAssign to pitch, filter, morph, sample start, pan, osc depth, Sample Select…LFO 2 → Sample Start 10% so each note starts at a different point
MIDIVelocity, Key, Aftertouch, Mod wheel, Pitch bend → 2 destinations eachPerformance mapping without the matrixAftertouch → Osc Volume (FM depth)

Drum Sampler (12.1)

SectionParameterWhat it doesStarting points
SampleStart, Loop, Stretch, Reverse, GainPlayback region, optional loop, time-stretch independent of pitchStretch down to 80% to tighten a long kick without pitching it up
PitchCoarse, Fine, Pitch envelope Amount and DecayTune and the kick/tom pitch sweepEnv +12 st, Decay 60 ms for 909-style punch; −12 st D 300 for lasers
EnvelopeAttack, Hold, Decay, Trigger/GateAmp shape; Gate means note length mattersDecay is the one to macro; hats 40–120 ms, kicks 200–600 ms
FilterType LP/HP/BP, Freq, Res, Env amount, Env decayMultimode filter with a dedicated envelopeLP 8 kHz with Env −40% for darkening tails
EffectsSub: level, tune, decayTuned sine under the sampleSub tuned to the kick's root, 20–40%, decay matching the kick
EffectsPunch: amount, (character)Transient click/shaper at the attack20–40% on kicks and snares; 0 on hats
EffectsNoise: level, colour/filter, decayNoise burst layered on the sampleSnares 20–35%, decay 120 ms; adds the "air" samples lose when pitched down
EffectsRing: frequency, amountRing modulation of the sampleLow Hz for growl, 1–3 kHz for metallic toms
EffectsCrush: amount (bits / rate)Bit and sample-rate reduction10–30% on hats for lo-fi; drive it on snares for phonk
OutputVolume, Pan, Velocity → volume / filter / pitch amounts, Choke (via rack)Output and velocity sensitivityVelocity → Filter 30% so soft hits are duller

Drum Rack

ParameterWhat it doesStarting points
Pad Receive / Play / ChokeInput note, output note to the chain's device, choke group 1–16Choke 1 = hats; Choke 2 = rides and crashes
Chain mixer: Vol, Pan, Send a–l, Audio ToPer-pad level, pan, sends to return chains, external outputRoute kick and snare to their own tracks for mixing
Return chainsUp to 12 internal returns with their own devicesOne short room, one plate, one crunch bus
Macros, Variations, RandomiseRack-level control over any mapped parameter; snapshot and randomise mapped macrosDecay, Tune, Dirt, Verb; store 4 Variations per kit
Pad view: Mute, Solo, Hot-swap, Pad note name, Copy/Paste padsPad-level editing in the 4×4 viewHold a pad in Push to see its chain

Sampling sources in Live 12

Slice to New MIDI Track
Right-click any audio clip. Choose the slice basis (Transient, Warp Marker, 1/4, 1/8, 1/16, Region) and the preset: Built-in Drum Rack (one Simpler per slice) or Simpler Slice mode. Both keep warp.
Resampling input
Any audio track set to Resampling records the master; drag the result into Simpler, Sampler or a pad.
Stem Separation (12.3, Suite)
Right-click an audio clip → separate into Drums, Bass, Vocals, Other on new tracks. The drums stem slices cleanly; the vocal stem is chop material; the "other" stem is where chords and textures live.
Bounce in place (12.2) / Bounce Group (12.3)
Freeze-and-flatten in one step, keeps the original track; the bounced audio is already warped at the set tempo.
Audio to MIDI
Convert Harmony / Melody / Drums to MIDI to replay a sampled phrase with your own instrument, then layer it under the chops.

Techniques

808 from a sine sample in Simpler Classic

Instrument: Simpler · Level: beginner · Genres: trap, drill, phonk, uk bass

A looped sine or a one-shot 808 in Classic mode with Voices 1, Glide and a Pitch envelope gives you the slide-808 that sits under half of modern rap.

  1. Drop an 808 sample (or render one sine note from Operator at C1 and use that). Classic mode, Warp off, Snap on. Loop on over the sustained body with Crossfade 40%; set the root so C1 plays the sample's actual pitch (Transpose until it is in tune against a tuner).
  2. Voices 1, Retrigger on, Glide mode Glide, Time 80 ms. Overlapping notes in the clip now slide.
  3. Volume env A 0, D 2 s, S 0.7, R 150 ms. Pitch env Amount −12 st (if it starts above), Decay 35 ms, or +6 st for a click.
  4. Filter MS2 LP 300 Hz, Drive 20%, Vel → Filter 25%.
  5. After: Saturator Analog Clip to add harmonics the small speakers need, Utility Mono.
Glide on a sample retunes the playback rate continuously, so the slide is smooth and loop-safe. Saturator harmonics at 2× and 3× the fundamental are what make a 60 Hz note audible on a phone.
Live 12 clip Scale mode plus the Pitch MIDI tool keeps the 808 in key when you move the melody; set the clip's scale and lock it.

Slice a break to a Drum Rack and re-sequence

Instrument: Simpler, Drum Rack · Level: beginner · Genres: jungle, breakbeat, drum and bass, boom bap

Slice to New MIDI Track with the Drum Rack preset gives one Simpler per slice on consecutive pads, keeping the sample's warp. From there you re-write the break, chop the pads further, and process pads individually.

  1. Warp the break (Beats, Preserve Transients, Transient Loop Mode Off) at the set tempo. Right-click → Slice to New MIDI Track → Transient, Built-in Drum Rack.
  2. The new MIDI clip plays the original order. Duplicate it and rewrite: move the snare slices, double the kick, drop hats to half-time.
  3. In the rack, select all pads and set Simpler Volume env Decay 300 ms and Release 80 ms so slices do not run into each other at new positions. For stuttered slices, Decay 60 ms.
  4. Pad-level: Transpose the snare pad +2 st and add Saturator; put Redux on the ghost-hit pads; set the kick pad's Filter LP to 2 kHz.
  5. Rack macros: Decay (all Simplers), Pitch (all), Filter (all), plus a Choke macro mapped to nothing but used as a Variation selector. Store 4 Macro Variations: original, halftime, stutter, filtered.
Keeping the Drum Rack version rather than the Simpler Slice version costs more devices but every slice gets its own effects, choke and send, which is what a rewritten break needs when some slices are now the main snare and others are fills.
Live 12 MIDI tools on the sliced clip: Recombine (shuffle the order), Time Warp (push slices off-grid), Velocity Shaper (humanise). See MIDI tools.

Sampler round-robin snare with Sample Select

Instrument: Sampler · Level: intermediate · Genres: boom bap, lofi, breaks, techno

Four takes of one snare in four Sample Select zones, selected randomly by LFO 1 per hit, with velocity layers and a Morph filter that opens with velocity. The sampled snare that never machine-guns.

  1. Drop four snare hits onto Sampler. In the Zone tab, Sample Select view: set each to its quarter of the 0–127 range with no overlap. Key zones all D1 (or the full range if you want pitched play).
  2. Modulation tab: LFO 1 shape Random (sample-and-hold style), Rate anything (it updates per note), destination A: Sample Select, Amount 100%. Each hit lands on a random zone.
  3. If you also have soft and hard takes, use the Velocity range for those: soft takes Vel 1–80, hard takes 81–127, each with the four Sel zones inside.
  4. Filter/Global: filter type Morph, Freq 4 kHz, Morph position between LP and BP. MIDI tab: Velocity → Filter Freq +40% and → Volume +30%.
  5. Volume env A 0, D 400, S 0, R 100. Pitch/Osc: Pitch env +2 st, D 20 ms for a tiny consistent transient.
  6. Modulation: LFO 2 (per voice) → Sample Start 3% at a random rate: start-point variation makes even one take sound like several.
Round-robin removes the identical-waveform cue the ear uses to spot a machine; velocity layers then add the second cue, that harder hits have a different spectrum, not just more level.
Zone crossfades on Sample Select blend two takes at once and smear the transient. Keep Sel zones butted, not overlapping, for drums; crossfade only for sustained instruments.

Osc FM on a sample in Sampler: metallic keys from anything

Instrument: Sampler · Level: advanced · Genres: idm, trip-hop, ambient, electro

The Pitch/Osc tab's oscillator frequency-modulates the sample's playback. A piano, a vocal or a sine becomes a DX-ish electric piano with a per-note envelope on the FM depth.

  1. Load a clean sustained sample (a single piano note, a sine, a bowed note) mapped across the keyboard from its Root key. Loop it with Crossfade for sustain.
  2. Pitch/Osc tab: Osc On, waveform Sine, Mode FM, frequency key-tracked at the same pitch as the note (ratio 1) or ×3.5 for bells. Osc Volume (= FM depth) 25%.
  3. Osc envelope: A 0, D 350 ms, S 20%, R 200: the FM bite decays into the clean sample, which is the electric-piano behaviour.
  4. Filter/Global: Morph filter, LP at 5 kHz, Shaper Soft post-filter at 10% for a little glue. MIDI: Velocity → Osc Volume +40% so hard notes are more metallic; Aftertouch → Osc Volume +20%.
  5. Spread 30%, Voices 8, Vol env A 2, D 1.5 s, S 0.5, R 800.
FM of a sample behaves like FM of a complex carrier: each partial of the sample gets its own sideband set. At ratio 1 those sidebands fall on the harmonic grid, so a piano note gets brighter rather than inharmonic; at 3.5 the whole thing goes bell.

Variations: Mode AM with the osc at a fixed 30 Hz for tremolo-to-ring-mod; osc Noise waveform FM at low depth for grit on bass samples.

Drum Sampler kick: Sub, Punch and pitch envelope

Instrument: Drum Sampler · Level: beginner · Genres: techno, house, trap, hard techno

The 12.1 Drum Sampler folds the usual kick chain (sample + sine sub + transient + saturation) into one device. One sample, tuned, with a sub layer tuned to the key and a pitch envelope for the punch.

  1. In a Drum Rack, drop a kick sample on C1 and pick Drum Sampler as the player. Stretch 100%, Start at the first transient.
  2. Pitch Coarse −2 st to put the body on the track key (check with Spectrum). Pitch envelope Amount +8 st, Decay 50 ms.
  3. Envelope: Attack 0, Hold 0, Decay 350 ms. Shorter for techno (220 ms), longer for trap (600 ms with Sub taking over).
  4. Effects: Sub 30%, tuned to the root (F for a track in F), decay slightly longer than the sample's. Punch 35%. Noise 0. Crush 0.
  5. Filter LP 6 kHz, Env −20% with a 150 ms decay so the click is bright and the tail is dark. Velocity → Volume 20%.
ParameterValueWhy
Pitch env Amount / Decay+4…+12 st / 30–80 msThe "knock"; too long and the kick wobbles
Sub level / tune20–40% / track rootReplaces a separate sine layer, phase-locked to the hit
Punch20–40%Transient shaping without a Drum Buss on every pad
Decay200–600 msGenre control; map it to a macro
A kick is a pitch sweep on a decaying sine plus a click. Drum Sampler's Sub (the sine), Pitch envelope (the sweep) and Punch (the click) are those three things named directly, which is why it replaces the Operator-kick-plus-sample-layer rack for most cases.

Drum Sampler snare and hats: Noise, Ring and Crush

Instrument: Drum Sampler, Drum Rack · Level: beginner · Genres: phonk, lofi, trap, industrial

The other three built-in effects. Noise gives a sampled snare back its air after pitching down, Ring makes toms and hats metallic, Crush is the phonk / lo-fi hat texture, and the Drum Rack's choke groups finish the kit.

  1. Snare on D1: Pitch −3 st, Decay 220 ms, Noise 30% with its filter around 3 kHz and decay 140 ms (shorter than the body), Crush 15%, Filter BP off. Velocity → Noise level if your build exposes it, otherwise → Filter 30%.
  2. Closed hat on F#1: Decay 70 ms, Crush 35%, Ring at 2.4 kHz 20%, Filter HP 4 kHz. Choke group 1.
  3. Open hat on A#1: Envelope mode Gate so the note length controls the tail; Crush 20%, Choke group 1 so the closed hat cuts it.
  4. Rack return chain a: Hybrid Reverb Quartz 0.6 s; snare send −10 dB, hats −inf.
  5. Drum Buss on the rack output: Crunch 25%, Damp 9 kHz, Transients +15%, Boom 0 (the kick has its own Sub).
Pitching a snare down moves its noise band down with it, which is why pitched-down snares sound dull: the Noise effect regenerates the 3–8 kHz band at the original place. Ring modulation on hats adds non-harmonic partials around the carrier frequency, the same mechanism as a real cymbal's inharmonic modes.
Press the Drum Rack's Macro randomise (12) with only the per-pad Crush and Ring amounts mapped: instant kit variations you can store as Macro Variations.

Simpler Texture-mode freeze pad from any sound

Instrument: Simpler · Level: intermediate · Genres: ambient, dub techno, trip-hop, drones

Classic mode with Warp on in Texture mode, Start and End dragged almost together, Loop on: Simpler becomes a granular freezer. A single word, a chord stab, a field recording becomes a sustained pad with the source's colour.

  1. Drop the source. Classic mode, Warp on, mode Texture, Grain Size 100–150 ms, Flux 20–30%. Set the clip tempo so the sample plays at its original speed, or do not care: time is frozen anyway.
  2. Loop on. Drag Start into a stable part of the sound, End 50–120 ms after it, Loop Crossfade 70%. Snap on. Listen while moving Start: every position is a different pad.
  3. Transpose so C3 is in tune (Detune to taste). Voices 6, Spread 60%.
  4. Volume env A 800 ms, D 1 s, S 0.9, R 2.5 s. Filter MS2 LP 3 kHz, Env 20% with a 2 s attack. LFO Sine 0.08 Hz → Pan 30% and → Filter 10%.
  5. Map Sample Start to a macro (it is mappable) for performance scanning through the source.
Texture mode's grains overlap with random Flux so the loop boundary is never heard; the loop region sets the spectral snapshot and Grain Size sets how smeared it is. Larger grains are cleaner, smaller ones more noisy, which is the only trade-off.

Variations: Complex Pro mode with Formants shifted keeps a vocal readable while frozen; Sampler with LFO 2 → Sample Start for voices that each freeze a different moment. For real granular control, Granulator III.

Stem Separation (12.3) as the sampling source

Instrument: Simpler, Sampler, Drum Rack · Level: intermediate · Genres: boom bap, lofi, uk garage, jungle, trip-hop

Separate a full mix into Drums / Bass / Vocals / Other, then treat each stem with the right sampler: drums sliced to a Drum Rack, vocals to Simpler Slice, the "other" stem frozen in Texture mode or chopped as stabs, the bass stem re-pitched in Classic. One recording, four instruments.

  1. Warp the source clip (Complex Pro) to the set tempo first; the stems inherit the warp. Right-click → Separate Stems. Four new tracks appear.
  2. Drums stem: Slice to New MIDI Track, Transient, Drum Rack. Separation artefacts live mostly in the 200–800 Hz range; EQ Eight Bell −3 dB at 400 Hz on the rack output, Drum Buss Transients +20% to re-sharpen.
  3. Vocals stem: Slice to Simpler Slice mode by Region 1/8, Playback Poly, Fade 5 ms. Play chops from the pads; Pitch env −2 st D 60 ms makes them "sampler-pitched". Auto Shift (12.1) after for retune to the set key.
  4. Other stem (chords, keys, guitars): find a chord, Simpler Classic with a loop over one sustained beat, Warp off, map chromatically: that is your stab or Texture-freeze pad.
  5. Bass stem: Simpler Classic, Voices 1, Glide 40 ms, Warp Tones, LP 200 Hz; or Audio to MIDI (Melody) and replay it with Drift.
  6. Glue: a shared Vinyl Distortion / Redux / Saturator return that all four tracks send to, so the stems sound like one record again.
Separated stems carry masking residue from the other stems (a ghost of the kick in the bass, hi-hat bleed in the vocals). The two things that hide it are transient re-sharpening (Drum Buss) and a shared lo-fi colour, which is why the cheap-sounding effects return is doing structural work.
Separation quality falls on dense, saturated masters and on anything with heavy reverb. Pick sources with space in the mix. And the usual: clearance is on you.

Presets to build first

  1. Simpler 808 (Classic, Voices 1, Glide 80 ms, Saturator after) saved as a default for any 808 drop.
  2. A sliced break Drum Rack with Decay / Pitch / Filter macros and four Macro Variations.
  3. Sampler round-robin snare template: four Sel zones, LFO 1 Random → Sample Select, with empty slots to drop your own hits.
  4. Sampler FM electric piano from a single piano note.
  5. Drum Sampler kick with Sub / Punch / Decay / Tune macros, in a Drum Rack with the snare and hat presets below.
  6. Drum Sampler snare and hats kit with choke groups and one return reverb.
  7. Simpler Texture freeze pad with Sample Start on a macro.
  8. A stem-sampling template: four tracks pre-armed with Drum Rack, Simpler Slice, Simpler Classic and a lo-fi glue return.

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