Resampling Workflow
Turning what you have into raw material again — Resampling input, Freeze/Flatten, Bounce in Place, Bounce Group, Stem Separation, Looper, warp modes and the resample cascade.
Resampling is the single most important habit in electronic sound design: render a sound to audio, then treat that audio as a new oscillator. Every pass through a sampler collapses a chain of twelve devices into one clip you can reverse, pitch, warp, slice and layer without CPU cost or tweak-paralysis. Live 12 gives you five different ways to do it (Resampling input, Freeze/Flatten, Bounce in Place and Bounce to New Track in 12.2, Bounce Group and Paste Bounced Audio in 12.3) plus Stem Separation as a brand-new source. This page is about choosing the right one and about the iterative "resample cascade" method that produces basses, FX and textures nobody can reverse-engineer.
Concept
A synth chain is a process; a sample is a result. Processes are flexible but fragile (one macro move and the sound is gone), results are fixed but infinitely re-processable. Resampling converts process to result on purpose, at the moment the sound is good, so the next stage of design starts from a known-good point. The trick is to commit early and often, keep the source chain around (frozen or grouped) in case you need to go back, and name every render so you can find it again.
Which tool to reach for:
| Method | What it captures | Use it when |
|---|---|---|
| Resampling input (audio track, Input = Resampling) | The master output, live, including your hands on Push and return effects | Performance captures, long takes, feedback jams, anything with a human gesture in it |
| Freeze Track | The track up to (but not including) sends, as a temporary file | Saving CPU, A/B-ing variations, keeping the source chain alive |
| Flatten | Frozen audio replaces the devices permanently | You are sure; you want a clean audio track to warp and slice |
| Bounce in Place (12.2) | One clip, through its track devices, replaced by audio on the same track | Fast commit of one clip without touching the rest of the track |
| Bounce to New Track (12.2) | Same render, but on a new audio track; source stays | Layering a processed version against the original |
| Bounce Group (12.3) | A whole group (all child tracks plus group devices) to one audio track | Drum groups, layered bass stacks, printing stems |
| Paste Bounced Audio (12.3) | Copy a MIDI clip, paste it onto an audio track as audio through the source track's chain | Dragging synth phrases into Simpler/Sampler without an intermediate track |
| Consolidate (Cmd+J) | A clip or selection re-rendered as one new file, with warp and clip gain baked in | Cleaning up warped/reversed/edited audio before further processing |
| Stem Separation (12.3, Suite) | Vocals / Drums / Bass / Other from any audio clip | Harvesting one layer out of an old bounce, a field recording or a jam |
Techniques
Resampling input: capture the whole master with your hands on it
The classic. Set an empty audio track input chooser to Resampling, arm it, record while you perform. You capture returns, master effects, Push macro moves, Looper overdubs — everything.
- Create an audio track, input chooser top: Resampling. Set Monitor to Off (In would feed back the master into itself).
- Bypass any master limiter or print with it — decide. For design material bypass it; you want headroom for later processing.
- Arm, hit record on a Session clip slot or in Arrangement, perform 30–60 s of movement (filter sweeps, Echo feedback, Spectral Time freeze).
- Stop, rename the clip immediately (see naming technique below), drag it to the browser or a Simpler.
| Parameter | Value | Why |
|---|---|---|
| Master peak while printing | −6 to −3 dBFS | Leaves room for saturation and pitching down later |
| Clip length | 8–32 bars | Long enough to find the good 2 bars, short enough to audition fast |
| Monitor | Off | Prevents feedback loop through the master |
Freeze / Flatten: commit with an undo
Freeze renders the track (devices included, sends excluded) to a temporary file and greys out the devices. Flatten replaces the chain with that audio permanently. Freeze first, listen, flatten only when you stop missing the knobs.
- Right-click the track name, Freeze Track. Frozen tracks still let you move clips, change clip gain and automate mixer volume/pan/sends.
- Duplicate the frozen track before flattening (Cmd+D). One copy stays frozen as the source, the other gets flattened.
- Right-click, Flatten. Clips now carry the tail of release/reverb from the device chain (Freeze renders tails up to a limit; long delay tails get truncated — resample those instead).
Bounce in Place and Bounce to New Track (12.2)
Live 12.2 added the operations samplers have had for years. Select one or more clips, right-click, Bounce in Place renders them through their track's device chain and swaps the MIDI clip for the audio on the same track (devices stay, now bypassed by having audio in front of them — move the clip to an audio track or Flatten if you want them gone). Bounce to New Track puts the render on a new audio track and leaves the source alone.
- Select the clip(s). Multiple clips across tracks bounce in one go, each to its own result.
- Right-click, Bounce to New Track. The new track is named after the source; rename it now.
- On the audio copy: reverse (R on a selected clip in Arrangement), warp mode Texture, Grain Size 60–120 ms, Flux 20–40% for a smeared ghost of the pad.
- Play both together: dry synth plus reversed-texture copy 8–12 dB lower is an instant two-layer pad.
| Parameter | Value | Why |
|---|---|---|
| Tail handling | Bounce includes device tail (release, reverb) | Reverb inserts are printed; the clip gets longer than the MIDI clip |
| Clip gain of result | Leave at 0 dB, trim with Utility | Keeps clip gain free for later envelopes |
Bounce Group and Paste Bounced Audio (12.3)
Bounce Group renders the group output — every child track, its mixer, group devices — to one audio track. For a layered bass (sub + mid + top on three tracks under a group with Glue Compressor and Saturator) that is the whole stack in one clip, ready to be the next cascade stage. Paste Bounced Audio lets you copy a MIDI clip and paste it onto an audio track as the rendered audio, skipping the intermediate track entirely.
- Right-click the group track header, Bounce Group. Choose whether the group is kept; keep it (muted) until the arrangement is done.
- For the paste route: select the MIDI clip, Cmd+C, select an audio track and a slot, Edit menu Paste Bounced Audio. The clip is rendered through the source track's chain and lands as audio.
- Name the result with the group name and a version suffix.
The resample cascade: bass, FX and textures in five passes
The method behind every "how did they make that" neuro bass and industrial texture: render, re-ingest in a sampler, process, render again. Each pass adds artefacts that no single chain produces, because the sampler's pitch/warp step sits between distortion stages.
- Pass 1 (source): any 2-bar phrase with movement in it. A Reese with slow filter automation, or a TD-3 acid line recorded through External Instrument. Bounce to New Track.
- Pass 2 (pitch and warp): drop the render into Simpler on a new track. Play it one octave down (−12 st) with Warp on, mode Complex Pro, Formants −20 to +20 to taste. Then Roar in Multiband mode, drive 10–15 dB on the mid band only. Bounce again.
- Pass 3 (modulation and space): Sampler with the pass-2 render across three key zones (root, +7, +12) so chords are possible. Add Spectral Time with Freeze set to retrigger on Onsets, Fade In 50 ms, feeding Delay with Tilt +30%. Record via Resampling input while you play it, 16 bars.
- Pass 4 (rhythm): Simpler in Slice mode (Transient, Sensitivity 50%) on the pass-3 capture. Program the slices from Push as a drum part; Drum Buss Transients +30%, Boom 60 Hz at 20% if it became a bass. Bounce.
- Pass 5 (finish): EQ Eight (HP 30 Hz, tame 2–4 kHz if the cascade built a shelf there), Utility Bass Mono 120 Hz, Saturator Soft Sine 3 dB. Consolidate.
| Pass | Key move | Watch for |
|---|---|---|
| 2 | Pitch down −12 with Complex Pro | Low-mid mud at 200–400 Hz; cut 3 dB before next pass |
| 3 | Spectral freeze retriggered by onsets | Freeze stacking into a wall; keep Dry/Wet 40–60% |
| 4 | Slice and re-sequence | Clicks at slice edges; enable Fade in Simpler |
Variations: for textures, replace pass 2 with Granulator III (Grain Size 40 ms, Spray 30%, FM 10%) and pass 4 with Beat Repeat (Grid 1/32, Variation 50%). For FX risers, pass 3 becomes a Resampling capture of the sound with Echo feedback pushed to 110% for 4 bars then cut.
Stem Separation as a resampling source (12.3)
Live 12.3 separates any audio clip into Vocals, Drums, Bass and Other, each on its own track. Point it at your own old bounces, a jam printed through Resampling, a field recording of a band — and you get isolated layers to resample. The separation artefacts (phasey "watery" residue) are themselves a texture.
- Right-click the audio clip, choose the stem separation command. Wait; it is offline processing. Four new tracks appear.
- Drums stem into Simpler Slice mode, Split by Transient — your own break, re-sequenceable.
- Bass stem: Convert Melody to MIDI if you want the notes, or pitch it −5/+7 in Simpler for new basslines of the same character.
- "Other" stem is usually the most interesting: chords plus residue. Reverse, warp Texture, long Hybrid Reverb — instant pad.
- Vocals stem from a non-vocal source (a modular jam) returns whatever the model thought was voice-like: resonant mids. Resample that as a formant texture.
Looper as a performable resampler
Looper records audio in tempo, overdubs with feedback, halves/doubles speed and reverses — and its drag-to-browser button exports the loop as a file. It is a resampler you can play with a foot controller.
- Looper on the track after the effects. Set length to 4 bars, Song Control: Start Song so the first press defines tempo-locked length.
- Record one pass, overdub two more with Feedback at 85% so earlier layers decay.
- Hit Speed ÷2: everything drops an octave and halves tempo. Reverse. Record this to Resampling input or drag the loop to the browser.
- The exported file goes into Simpler; now the layered loop is playable chromatically.
Clip warp modes as design tools
Warp modes were built for tempo-matching but each has a signature artefact. Pushed to extremes they are synthesis engines: Beats for stutter, Tones for pitch-crunch, Texture for smear, Re-Pitch for tape, Complex Pro for formant mangling.
| Mode | Settings to abuse | Artefact you get |
|---|---|---|
| Beats | Preserve: Transients; Transient Loop: Back-and-forth; Envelope 0–30; then slow the clip by half (Cmd on the :2 button) | Rhythmic stutter, granular back-and-forth at every slice, gated silence with low Envelope |
| Tones | Grain Size 12–20 ms, transpose −12 to −24 | Metallic buzz, periodic crackle: good for industrial textures |
| Texture | Grain Size 80–200 ms, Flux 60–100% | Cloudy smear, random grain order; pads from anything |
| Re-Pitch | Halve or double tempo, transpose only via tempo | Honest tape/vinyl speed change; the only mode with no grain artefacts |
| Complex Pro | Formants ±30, Envelope 20–250 | Vocal-tract shift on non-vocal material; chipmunk or giant Reeses |
- Put the clip on an audio track, Warp on, pick the mode from the table.
- Drive the transpose and warp-mode parameters with clip envelopes (Envelopes box: Clip, Transpose) for movement — that is automation inside the clip, printed when you Consolidate.
- Cmd+J to consolidate the result into a new file. Now it is a clean sample with the artefacts baked in.
Convert audio to MIDI, then re-synthesize
The reverse resample: audio becomes notes, notes drive a different instrument, that renders to new audio. Great for extracting a hook's rhythm from a jam, or turning a TD-3 line into Operator FM.
- Right-click the audio clip: Convert Melody to New MIDI Track for monophonic lines, Harmony for chords, Drums for percussion (which maps to a Drum Rack with the hits sliced in).
- Clean the MIDI: delete ghost notes below velocity 20, quantize to 1/16 at 50% strength so the human timing survives.
- Load any instrument. Bounce in Place. The new audio and the old audio now share rhythm and pitch — layer them.
Pitch and time tricks between passes
Where to put pitch change matters. Pitching before distortion folds harmonics differently than after; pitching a reverb tail down gives a bigger room than any Size parameter.
| Trick | How | Result |
|---|---|---|
| Octave-down unwarped | Simpler/Sampler Warp off, −12 st | Twice as long, darker, tape-like; the only honest pitch-down |
| Pitch-up then shift-down | Sampler +12 warped, then Shifter −12 st | Two different algorithms disagree: phasey, hollow, great for pads |
| Reverb tail down | Bounce reverb at 100% wet, Sampler −12 unwarped | Hall twice the size, half the brightness |
| Micro-pitch stack | Sampler zones at −7 ct, 0, +7 ct, Spread | Unison from a single-voice render |
| Time-stretch extreme | Clip Texture, tempo 1/8 speed (set warp markers), consolidate | A 1-bar hit becomes an 8-bar drone |
Naming and organizing renders so you find them again
A cascade produces 10–20 files per sound. Without a naming rule you will re-render things you already have. The rule: sound_passN_whatdidido_key_bpm, saved to a per-project folder in the User Library, tagged with a Collection colour.
- Rename the clip before leaving the track: Cmd+R. Example:
neuro_p3_spectralfreeze_F_172. - Drag the clip to User Library/Resamples/<project>/. Live copies the file with its name.
- Assign a Collection colour: right-click the file in the browser, pick a colour. Red = bass, green = texture, yellow = drums, for example.
- Keep the source track frozen and grouped under a "SRC" group at the bottom of the set, muted. Collect All and Save before closing.
- Every render that survives two weeks goes into a "keepers" folder and gets a Simpler preset saved with it.
Settings per source / genre
| Source / genre | Preferred method | Passes | Warp mode between passes | Notes |
|---|---|---|---|---|
| Neuro / dubstep bass | Bounce to New Track → Simpler → Resampling input | 4–6 | Complex Pro, Formants ±20 | Pitch down between distortions; Utility Bass Mono 120 Hz every pass |
| Techno texture / loop | Resampling input of a 32-bar jam | 2–3 | Beats, Back-and-forth | Capture with Echo and Hybrid Reverb on returns; slice the capture |
| Dub / dub techno | Looper + Resampling input | 1–2 | Re-Pitch only | Keep it honest: tape-style speed changes, Echo feedback gestures printed |
| Ambient pad | Bounce to New Track, reverse, long reverb, bounce again | 3–4 | Texture, Grain 150 ms | Each pass gets a different reverb; pitch final pass −12 unwarped |
| Trip-hop / lofi drums | Stem Separation → Simpler Slice | 1–2 | Beats, Preserve Transients | Vinyl Distortion + Redux on the re-sequenced slices |
| IDM / glitch | Bounce in Place every 4 bars, Beat Repeat between | 5+ | Tones, Grain 15 ms | Automate transpose with clip envelopes before each Consolidate |
| Modular jam | External Audio Effect return → Resampling input | 1–3 | Complex Pro | Convert Melody to MIDI gives you the sequence back for re-synthesis |
| Layered drum stack | Bounce Group (12.3) | 1 | Beats | Group Glue and Saturator are part of the sound; keep them in the render |
Common mistakes
- Printing through the master limiter. You lose the headroom you need for the next saturation stage. Bypass it while resampling, or print from a return/group instead.
- Flattening without a duplicate. Freeze → duplicate → flatten. Always keep one frozen source.
- Every pass warped. Warping adds grain artefacts each time; one unwarped octave-down pass somewhere in the cascade restores weight.
- Unnamed clips called "1-Audio". Two days later you cannot tell pass 3 from pass 5. Rename before anything else.
- Resampling with Monitor set to In. Instant feedback screech through the master.
- Expecting Freeze to include return effects. It does not. Use Resampling input, Bounce Group or move the reverb to an insert.
- Treating the cascade as always-better. Noise floor and low-mid mud accumulate. EQ between passes, and stop when the sound stops improving.
- Separating stems and expecting clean isolation. Expect residue; design with it rather than against it.