Field guide 10 · sampling · chopping · warping

Cut it
up.

A sampler is four operations — slice, repitch, stretch and reshape — and almost everything anyone has ever done with a record is a combination of them. This page renders its own source loops into memory and then performs those operations on the actual audio data, so what you hear is real digital signal processing rather than a description of it.

⚠ About the source material. The loops here are synthesised, not sampled from records — I can't ship someone else's audio. But once a loop exists as a buffer, every operation on this page is genuine: real transient detection on real samples, real playback-rate changes, a real granular time-stretcher, real bit reduction. The source is a stand-in; the sampling is not. What this cannot do is reproduce Ableton's specific warp algorithms — the behaviour of each mode is demonstrated honestly, the exact sound of Complex Pro is not reproducible in a browser.
press load to render the sources
Section 01 · interactive

Chop

Onset detection running on the real sample data — short-time energy, differenced, peak-picked against a moving threshold. Drag the sensitivity: low finds only the loud hits, high starts picking up ghost notes and hats. Then rearrange the slices into something that is not the record any more.

Slice by
press load

Now rebuild it. Sixteen steps, each holding a slice number. Click a step to advance it to the next slice, right-click or shift-click to clear it. The order is the composition — this is the entire technique behind chopped-up house and hip-hop, and the reason a four-bar break can produce a hundred different loops.

The MIDI export writes a Simpler-style clip. Each step becomes a note starting at C1 and climbing — slice 0 is C1, slice 1 is C#1, and so on, which is exactly the layout Live's Slice to New MIDI Track produces. Slice your own break in Live, drop this clip on it, and your arrangement plays on their audio.

Section 02 · interactive

Pitch & time

The source loops are recorded at 94 BPM. Your project is at whatever the transport says. There are four ways to bridge that gap, they sound completely different, and choosing wrong is the single most common sampling mistake there is.

Method
Repitch

Repitch — playback rate changes, so speed and pitch move together. This is what a turntable does and what Live's Re-Pitch mode does. It is the only method with no artifacts at all, because nothing is being invented; the trade is that a big tempo change becomes a big pitch change.

Push the grain size to 15 ms and then to 200 ms with granular selected. Short grains smear transients into a metallic buzz; long grains preserve tone but audibly stutter on drum hits. That trade-off is the entire reason Live has separate Beats, Tones, Texture and Complex modes — each one is a different compromise on that same axis, and no algorithm escapes it.

Section 03 · interactive

One slice, whole loop

The most useful skill in sample-based production and the least taught. Take a single hit — one chord stab, one drum, one syllable — and build eight bars from it alone using pitch, reverse, gating and envelope. Nothing else enters.

Source slice

Bit depth and sample rate are separate destructions. Reducing bits adds quantisation noise that sits underneath the sound — grit. Reducing the sample rate folds high frequencies back down as aliasing — a metallic ring that tracks the pitch. Both are applied here to the actual sample data, offline, exactly as a bitcrusher does. Two bits at full rate and sixteen bits at 1/16 rate sound nothing alike, which is worth knowing before you reach for a preset called "lo-fi".

Try this: pick a chord slice, set the pattern to Tresillo, pitch spread to 5, gate to 30% and the filter around 60. That is a complete eight-bar loop built from one hit, and it is how a lot of house records that sound sample-heavy were actually made.

Section 04

Warp modes

Which algorithm for which material, and what the controls actually do.

ModeHow it worksUse it forIt breaks on
BeatsChops at transient markers and retriggers each chunk at the new tempo. No pitch change, no smearing.Drums, percussion, anything with clear hits.Sustained material — you hear the gaps between chunks as stutter.
TonesGranular, tuned to preserve a single pitch. Smaller grains locked to the detected period.Monophonic material — a bassline, a vocal, one instrument.Chords and drums. Two pitches at once confuse it.
TextureGranular with user control over grain size and randomisation. Deliberately smeared.Pads, atmospheres, noise, anything you want blurred.Anything needing rhythmic accuracy.
Re-PitchJust changes playback speed. Pitch follows tempo, like a turntable.When you want the pitch shift, or for small tempo moves.Big tempo changes — the key moves with it.
ComplexA phase-vocoder-style algorithm handling multiple pitches at once. CPU heavy.Full mixes, chord loops, anything polyphonic.Nothing badly, but it softens transients.
Complex ProComplex, plus Formants (keeps vocal character when transposing) and Envelope (transient handling, ~64 default; lower for tonal, higher for percussive).Vocals, full loops, anything where quality matters more than CPU.Very large stretches still smear. And your CPU.

Warp markers, practically

  • Set the first marker on the first transient, not on the file start. Silence before the first hit will drag your whole grid off.
  • Double-click a transient to make it a warp marker; Ctrl+drag a marker to move audio without moving the grid.
  • For a loop that is already tight, two markers is usually enough — the start and the end. More markers means more chances to fight yourself.
  • Right-click → Warp From Here (Straight) when the source is machine-tight and Live has guessed the tempo but drifted.
  • If a loop sounds subtly wrong at the same point every bar, that is a misplaced marker, not the algorithm.

The tempo decision

  • Within about ±6%, use Re-Pitch. The pitch shift is under a semitone and it sounds better than any algorithm.
  • Beyond that on drums, use Beats. It is the only mode that keeps a transient sounding like a transient.
  • Beyond that on anything tonal, use Complex Pro and accept the CPU. Then check the result in the key of your project.
  • Or change your project tempo to the sample's. Producers spend hours fighting a warp that a four-BPM change to the session would have solved.

Sampler versus Simpler

  • Simpler — one sample, three modes. Classic for pitched playback with a loop, One-Shot for drums and stabs, Slicing to spread slices across the pads.
  • In Slicing mode, the slice count and division are right there — this page's chop lab is that panel.
  • Sampler — multisampling, zones, velocity layers, modulation. Use when one sample across a keyboard is not enough.
  • Right-click a Simpler → Slice to New MIDI Track is the fastest chop workflow Live has, and the MIDI on this page targets its layout.

Making a sample sit in a mix

  • High-pass it. Almost every sampled loop carries low end that fights your own kick and bass. 100–200 Hz is not aggressive here.
  • Sidechain the sample to your kick even when it has its own drums. It makes the two kits read as one.
  • Saturate before you EQ. Old recordings are often dull; harmonics are cheaper than a high shelf.
  • If a loop still will not sit, chop it and use less of it. One bar of a break under your own drums beats four bars of it fighting them.
Section 05

Working rules

Sourcing

  • Record longer than you need. The bar you want is usually next to the bar you will actually use.
  • Find the intro, the break and the outro — the moments with fewest instruments playing. Isolated material chops far better than a full mix.
  • Note the key and the tempo immediately. Live's Tuner on a sustained note and a tap-tempo takes thirty seconds and saves an hour.
  • A loop that is nearly in your key can be moved a semitone or two. Three or more and you are better off finding another loop.

Chopping strategy

  • Slice on transients for drums, on the grid for tonal material. A chord that starts a millisecond late is fine; a kick that does is not.
  • Fade every slice. A one-millisecond fade in and out removes clicks and costs nothing audible.
  • Keep the slice order somewhere before you start rearranging, so you can get back to the original groove.
  • The best chop is usually the one that removes something — a break with the snare taken out is more useful than the break.

Resampling

  • Bounce it and sample the bounce. Once a chop is committed to audio you can chop it again, and second-generation chops are where most of the interesting textures come from.
  • Resampling also freezes CPU, which matters once Complex Pro is on several tracks.
  • Resample your own synths too. A patch you sampled is a patch you can chop, stretch and reverse — none of which you can do to a live instrument.

Diagnosis

  • "It sounds metallic" — granular artifacts. Longer grains, or switch to Beats if it is drums.
  • "It stutters" — Beats mode on sustained material. Switch to Complex Pro.
  • "The pitch is wrong" — Re-Pitch with a big tempo change. Check the resulting key before you write anything over it.
  • "There are clicks" — slice boundaries at non-zero crossings. Fade the slices.
  • "It sounds thin after transposing up" — formants moved with the pitch. Turn on Formants in Complex Pro.
  • "The low end is a mess" — the sample has its own kick and bass. High-pass, or chop those hits out entirely.

A sampler is not a shortcut. The operations on this page are trivial to perform and take a long time to use well, because the skill is not in the chopping — it is in noticing which half-second of a four-minute record is worth chopping. That part is listening, and the only way to get better at it is to do it a great many times.

Source loops are synthesised in an offline audio context at 94 BPM, then processed as real sample data. Onset detection, playback-rate changes, granular stretching, bit and rate reduction all operate on the buffers themselves.