MASCHINE MK3 GETTING STARTED
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Table of Contents Table of Contents 1 Welcome to MASCHINE ............................................................................................. 10 1.1 2 Documentation Overview ............................................................................................................ 11 1.1.1 In This Document ....................................................................................................... 12 1.1.2 Document Conventions ....................................................
Table of Contents 4 3.3 Recording Your First Pattern ....................................................................................................... 39 3.4 Playing with Your Pattern ........................................................................................................... 41 3.4.1 Using Solo and Mute .................................................................................................. 41 3.4.2 Using Note Repeat ...................................................
Table of Contents 5.2.4 6 5.3 Editing Patterns in the Software ................................................................................................. 78 5.4 Saving Your Project .................................................................................................................... 79 5.5 To Sum Up… .............................................................................................................................. 80 Adding a Bass Line ...............................
Table of Contents 7.3.2 8 7.4 Saving Your Project .................................................................................................................... 116 7.5 To Sum Up… .............................................................................................................................. 116 Creating Beats with the Step Sequencer ..................................................................... 117 8.1 9 Editing Modulation ................................................
Table of Contents 10.2.1.1 Adjusting the Length of a Section Using the Software ...............................140 10.2.1.2 Adjusting the Length of a Section Using the Controller .............................141 10.2.2 Duplicating and Removing Sections .......................................................................... 142 10.3 Selecting a Loop Range .............................................................................................................. 144 10.4 Saving Your Project ......
Table of Contents 12.4.2 Browser ..................................................................................................................... 181 12.4.3 Arranger .................................................................................................................... 183 12.4.4 Control Area ............................................................................................................... 186 12.4.5 Pattern Editor ......................................................
Welcome to MASCHINE 1 Welcome to MASCHINE Thank you for buying MASCHINE! MASCHINE is essentially the synergy of the MASCHINE controller hardware and the MASCHINE software combining the advantages of both worlds for making music, live as well as in the studio. The intuitive, hands-on qualities of a dedicated Instrument, the MASCHINE controller, with the advanced editing features and the versatility of the MASCHINE software turn it into the creative center of your musical productions.
Welcome to MASCHINE Documentation Overview 1.1 Documentation Overview Native Instruments provide many information sources regarding MASCHINE. The main documents should be read in the following sequence: 1. MASCHINE Getting Started (this document): The MASCHINE Getting Started guide provides a practical approach to MASCHINE via a set of tutorials covering simple tasks in order to help you familiarize yourself with MASCHINE. 2.
Welcome to MASCHINE Documentation Overview MASCHINE documents are available in PDF. You can also access these documents from the application’s Help menu or the following location: www.native-instruments.com. Please check the Native Instruments website regularly for up-to-date and localized versions of these documents. 1.1.1 In This Document What you are reading now is the MASCHINE Getting Started. This document consists of a set of tutorials that will guide you through common workflows in MASCHINE.
Welcome to MASCHINE Documentation Overview ◦ Chapter ↑6, Adding a Bass Line: Add a bass line to your song using a VST/AU instrument plug-in in MASCHINE. ◦ Chapter ↑7, Applying Effects: Add effects to the various instruments in your song and quickly automate the effect parameters. ◦ Chapter ↑8, Creating Beats with the Step Sequencer: Create a Pattern, this time with the step sequencer, which is another great way of creating grooves from your controller.
Welcome to MASCHINE Documentation Overview This light bulb icon indicates that a note contains useful extra information. This information may often help you to solve a task more efficiently, but does not necessarily apply to the setup or operating system you are using; however, it’s always worth a look. Furthermore, the following formatting is used: ▪ Text appearing in (drop-down) menus (such as Open…, Save as… etc.) and paths to locations on your hard drive or other storage devices is printed in italics.
Welcome to MASCHINE Documentation Overview 1. Press and hold SHIFT. 2. While holding SHIFT, press PLAY and release it. 3. Release SHIFT. Displayed Products Some images displayed in this document include products from the KOMPLETE and KOMPLETE ULTIMATE series. These products are not included with MASCHINE. For more information on KOMPLETE and KOMPLETE ULTIMATE please visit the Native Instruments website.
Welcome to MASCHINE Documentation Overview For better reference, we applied a special formatting here: throughout the document, the elements are capitalized and numbered, so the buttons are written Button (1–8), while the knobs are written Knob (1–8). For example, whenever you see an instruction such as “Press Button 2 to open the EDIT page,” you’ll know it’s the second button from the left above the displays.
Setting Up MASCHINE Connecting the Controller to the Computer 2 Setting Up MASCHINE This chapter provides basic setup information and guides you through the process of integrating MASCHINE into your studio. The MASCHINE software is installed both as a stand-alons application as well as a VST, Audio Unit, and AAX plug-in. The MASCHINE stand-alone application must be opened once before using the plug-in within your DAW for the first time, after every upgrade, and after installing new MASCHINE EXPANSIONS.
Setting Up MASCHINE Basic Audio Configuration 2. Attach the “computer end” of the USB cable to an available USB 2.0 (or later) port on your computer. 3. Press the power switch on the rear panel of the controller to switch it on. → The controller is now detected by the operating system. 2.
Setting Up MASCHINE Basic Audio Configuration 2.2.1 Using Your Controller as Audio Device in the MASCHINE Software By default, when you launch the MASCHINE software as a stand-alone application it already uses your MASCHINE controller as audio input/output device, so you shouldn’t have to set up anything particular to have it work. If this is not the case, e.g.
Setting Up MASCHINE Basic Audio Configuration 2.
Setting Up MASCHINE Basic Audio Configuration 3. Select the hardware driver supported by your controller (e.g., ASIO on Windows) from the Driver drop-down menu. 4. Select Maschine MK3 from the Device drop-down menu. 5. In the Routings section, click Input and select 1: Input Left and 2: Input Right in the Maschine In 1 L and Maschine In 1 R drop-down menus, respectively. This assigns the LINE IN / MIC IN combo inputs on your controller to the first pair of virtual inputs in the MASCHINE software. 6.
Setting Up MASCHINE Basic Audio Configuration 2.2.3 Selecting the MASCHINE Controller as Default Audio Output Device in Your Operating System You can make your MASCHINE controller operate as your computer’s default soundcard. By doing this, you will send all audio coming from your operating system (e.g., system sounds, media player, etc.) to the desired output on the rear panel of your controller. 2.2.3.1 On Windows 1. Open Start > Control Panel > Hardware and Sound > Sound. 2.
Setting Up MASCHINE Setup Examples 2.3 Setup Examples In this section, you will learn how to connect the MASCHINE controller in various setup scenarios. Although we cannot cover all imaginable setups here, the examples are general enough to apply the information to most situations. 2.3.1 Connecting Active Monitor Speakers This example shows an all-in-one production system setup in which your active monitor speakers are directly plugged into your MASCHINE controller’s main outputs.
Setting Up MASCHINE Setup Examples 1. Turn the LINE OUT VOLUME knob on the rear panel of the MASCHINE controller to the left-end stop to set the output volume to minimum. 2. Connect the LINE OUT L/R sockets on the rear panel of the MASCHINE controller to your active speakers using balanced cables with 1/4" TRS jack plugs. First, connect the L output channel with the left speaker, then the R output channel with the right speaker. 3.
Setting Up MASCHINE Setup Examples 2.3.2 Connecting Headphones This example shows a setup for “on-the-road” beat making or performance including laptop, MASCHINE controller and a pair of headphones. MASCHINE setup with headphones. To use headphones with your MASCHINE controller: 1. Turn the PHONES VOLUME knob on the rear panel of the MASCHINE controller to the left-end stop to set the headphones volume to minimum.
Setting Up MASCHINE Setup Examples 2. Plug the 1/4" TRS jack of your headphones into the PHONES socket nearby. 3. Start the playback of a Project in MASCHINE or an audio file on your computer. 4. Gradually turn the PHONES VOLUME knob on the MASCHINE controller until you reach a comfortable listening level. The headphones output of your MASCHINE controller is an additional stereo output, distinct from the main output pair, and perfectly tailored for the Cue channel of MASCHINE.
Setting Up MASCHINE Setup Examples You can use the described setups with MASCHINE as well as with any other music software running on your computer. For the audio device configuration required on the software side, see --- MISSING LINK --- or ↑2.2.2, Selecting the MASCHINE Controller as Audio Device in Other Music Software, respectively. 2.3.3.1 Connecting a Dynamic Microphone This example shows a setup with both a pair of active speakers (see ↑2.3.
Setting Up MASCHINE Setup Examples Make sure the MASCHINE controller’s LINE OUT VOLUME, PHONES VOLUME, and MIC IN GAIN knobs are turned down before connecting a microphone to the MASCHINE controller. Microphones nearby speakers can cause a loud squealing tone from the speakers (a phenomenon called the “Larsen effect” or “audio feedback loop”) and can seriously damage your hearing and your equipment. The greater the distance between a microphone and speakers means this effect is less likely to occur.
Setting Up MASCHINE Setup Examples MASCHINE setup with a line level device (here a synthesizer) as input. To use the MASCHINE controller in a setup with typical line level equipment: 1. Turn the LINE OUT VOLUME and PHONES VOLUME knobs on the rear panel of the MASCHINE controller to the left-end stop to set the output and headphones volumes to minimum. 2.
Setting Up MASCHINE Setup Examples In order to use the LINE IN 1 and 2 sockets on your MASCHINE controller, please make sure that no microphone is connected to the MIC IN socket nearby! Indeed, plugging a microphone into the MIC IN socket bypasses the LINE IN 1 and 2 sockets. 2.3.4 Connecting a Pedal Your MASCHINE MK3 Controller provides a pedal input in the form of 1/4" socket on its rear panel. The PEDAL socket on the rear panel of your controller.
Setting Up MASCHINE Setup Examples The MIDI sockets on the rear panel of the MASCHINE controller. To connect your external MIDI equipment: 1. Connect the device receiving MIDI signals to the MIDI OUT socket on the rear panel of the MASCHINE controller using a 5-pin DIN MIDI jack. 2. Connect the device sending MIDI signals to the MIDI IN socket on the rear panel of the MASCHINE controller using a 5-pin DIN MIDI jack. → The MIDI equipment is connected.
First Steps 3 First Steps In this first tutorial, you will load a drum kit from the factory library, play it with the pads and record a simple rhythmic pattern. For a complete overview of MASCHINE and its controls, please see section ↑12, Quick Reference. Prerequisites Please carefully follow the instructions on the flyer included in the product box in order to install MASCHINE on your computer, then carefully read chapter ↑2, Setting Up MASCHINE to set up your MASCHINE system.
First Steps Loading a Drum Kit from the Factory Library 3.1 Loading a Drum Kit from the Factory Library First you will choose a complete drum kit from the huge factory library included with MASCHINE, and load it using the MASCHINE Browser. The Browser is your tool for finding, tagging and categorizing all types of objects used in MASCHINE. A drum kit basically consists of several instruments — called Sounds in MASCHINE terminology.
First Steps Loading a Drum Kit from the Factory Library 2. Click the Group icon to get a list of all available drum kits in the Library: 3. In the Content selector to the right, click the world icon to select only Native Instruments factory content: 4. In the TYPES filter, select the Kits.
First Steps Loading a Drum Kit from the Factory Library ⇨ The Browser will then display only kits in the Result list: 5. Select the Urban Kit sub-type tag below to further refine your search.
First Steps Loading a Drum Kit from the Factory Library 6. Scroll down the Result list and double-click EK-TL A Kit to load this drum kit into Group A: 3.1.2 Loading a Drum Kit from the Factory Library Using the Controller On your controller, do the following: 1. Press button A on the left of your controller to select the first Group slot. This is where you are going to load the drum kit. Button A should be lit to indicate that it is selected. 2.
First Steps Loading a Drum Kit from the Factory Library 8. Move the 4-D encoder one step to the right to put the focus (the brackets) on the All SubTypes label that just appeared. 9. Press and hold the encoder. 10. Turn the 4-D encoder until Urban Kit is selected. 11. Move the 4-D encoder another step to the right to put the focus on the Results list. 12. Turn the 4-D encoder to scroll down the list and until EK-TL A KIT is selected. 13.
First Steps Playing with the Pads The process of loading from the Browser is the same for all kinds of objects: In the Browser, you choose the desired object (Project, Group, Sound, etc.), you choose either factory or user content, you optionally select a particular product (or product category), the desired type, and sub-type(s), then you scroll through the result list and select an object for loading. 3.
First Steps Recording Your First Pattern As you can see, MASCHINE communicates in both directions: The commands you give via the pads and buttons control the software, but the software also communicates information back to you via the display and the LEDs. ► Select Group A again by pressing button A and continue playing on the pads to get familiar with them. When you feel ready, move on to the next section, where you can record a little rhythmic pattern using this drum kit! 3.
First Steps Recording Your First Pattern 3. Play on the pads along to the metronome to get a feel for the tempo. 4. If you’d like to change the tempo to make your playing feel more comfortable, press the TEMPO button near the 4-D encoder in the middle left part of the controller (the button lights up), turn the 4-D encoder, and press TEMPO again to deactivate it (the button turns off). Alternatively you can hit the TAP button repeatedly at the desired rate to set a new tempo.
First Steps Playing with Your Pattern 3. Press REC again to stop recording. → You just created your first Pattern! You can now deactivate the metronome by pressing SHIFT + TAP again and listen to your newly created rhythm. ► To stop the sequencer, press STOP or press PLAY again. Quick Edits on Your Pattern At any time, you can undo your last recording by pressing SHIFT + pad 1 (Undo), whether you are currently recording or not. You can redo it by pressing SHIFT + pad 2 (Redo).
First Steps Playing with Your Pattern 3.4.1.1 Using Solo and Mute in the MASCHINE Software Soloing a Sound ► To solo a Sound, right-click the number on the left side of the Sound slot in the Pattern Editor. Soloing the first kick Sound. ► To unsolo a Sound, right-click the number again. Muting a Sound ► To mute a Sound, click the number on the left side of the Sound slot in the Pattern Editor. Muting a Sound. ► To unmute the Sound, click the number again.
First Steps Playing with Your Pattern 3.4.1.2 Solo and Mute Sounds on Your Controller 1. Press PLAY to start the sequencer. 2. Hold the MUTE button at the bottom of your controller. 3. While holding MUTE, press pad 1. 4. While holding MUTE, press a few other pads to mute their Sound to your liking. 5. While holding MUTE, press pad 1 again. 6. While holding MUTE, press the muted pads to bring their Sounds back. 7. Release MUTE. 8. Now hold the SOLO button (just above MUTE). 9.
First Steps Saving Your Project ▪ Note Repeat can also come in handy to quickly record a regular beat when creating Patterns. ▪ Note Repeat is also interesting to use with tonal Sounds and you can access it from Keyboard mode to create synthesizer-like arpeggios. Note Repeat can only be enabled using the controller. 1. Check that your Pattern is playing — if not, press PLAY to start the sequencer. 2. Hold the NOTE REPEAT button. 3. While holding NOTE REPEAT, hold any pad.
First Steps To Sum Up… 3. On your computer keyboard, type a name (e.g., “My First Project”) in the field and press [Enter] to confirm. → Your Project with its new Pattern is now saved on your hard disk. If you close MASCHINE or open another Project, you will still be able to open this Project later. Saving your Work for the First Time on the Controller 1. To save your modifications to the Project, press SHIFT + FILE (Save).
First Steps To Sum Up… Once you feel comfortable with these tasks, please proceed to the next tutorial, where you will customize your drum kit, and have a closer look at the MASCHINE software user interface.
Building Your Own Drum Kit Opening Your Project 4 Building Your Own Drum Kit In this tutorial, you will exchange some of the Sounds of your drum kit, and adjust a few settings for your Project and your Group. On the way, you will discover some features of the MASCHINE software user interface. Prerequisites It is assumed here that you have followed the previous tutorial. In particular, you already know how to: ▪ Load a Group using the Browser. ▪ Use the pads to play the Sounds of that Group.
Building Your Own Drum Kit Opening Your Project Available both on your controller and in the software, the Browser will be the preferred way to open a project when working on your controller. Here you will use a nice feature of MASCHINE: Each file you created and saved in MASCHINE is automatically put in “User” content. Hence, you will select the User icon in the Content selector to quickly find your tutorial Project again.
Building Your Own Drum Kit Opening Your Project 2. In the Content selector to the right, click the User icon to select only the user-created Projects: In the result list below, you now have one unique Project left — your “My First Project”: 3. Double-click this unique entry to load the Project in MASCHINE. If you have already created other Projects in MASCHINE, they will also appear in the result list along with your tutorial Project.
Building Your Own Drum Kit Customizing Your Drum Kit 4. If you have already created more than one Project, turn the 4-D encoder or Knob 8 until My First Project is selected on the right display. 5. Press the 4-D encoder or Button 8 to load the Project. 6. Press BROWSER to leave the Browser. The BROWSER button turns off. → You can continue to work on your tutorial Project. You will note that every action you did on the controller is directly mirrored in the Browser of the MASCHINE software.
Building Your Own Drum Kit Customizing Your Drum Kit 4.2.1 Selecting Another Snare Sample For the sake of providing an example, replace the Sample “Snare Ektl A 2” used in the Sound on pad 6 to something less intrusive. Selecting another Snare Sample in the Software You have already used the Browser to open various objects (e.g., your tutorial Project). Now you will learn another of its facilities: This time, you will not select Types, but instead use the text search.
Building Your Own Drum Kit Customizing Your Drum Kit 5. Now activate Prehear by clicking the Prehear button (the loudspeaker symbol) at the bottom of the Browser: 6. When you have found a suitable side stick Sample, double-click it to load it in the Sound slot. You can also drag and drop it on the Sound slot. You can also mix both search methods: You can simultaneously select specific Banks (and Types, Subtypes…) and type the desired search query in the Search field.
Building Your Own Drum Kit Customizing Your Drum Kit 1. Press BROWSER to open the Browser. 2. Press pad 6 to select its Sound. 3. Press Button 2 above the displays repeatedly until SAMPLES is selected. 4. Check that Button 4 above the displays is not fully lit and that the USER label underneath is not highlighted; if necessary, press Button 4 to disable it. 5.
Building Your Own Drum Kit Customizing Your Drum Kit As you can see, once you have selected the particular objects (Groups, Sounds, etc.) and content (factory or user) that you want to browse, you can perform the entire navigation with one hand using the 4-D encoder! Feel free to use your preferred method: via the 4-D encoder, Knobs 1–8, or any combination of both. To help you decide which Sample would fit best, MASCHINE offers you an additional, convenient help: Autoload.
Building Your Own Drum Kit Customizing Your Drum Kit 2. Select the Sound “Kick Ektl A 2.” Now have a look at the Control area: The Control area showing some Sampler Plug-in parameters for your kick drum Sound. In the left part of the Control area, you can load any number of Plug-ins into the Plug-in List. The processing order is from top to bottom (from the first Plug-in to the last).
Building Your Own Drum Kit Customizing Your Drum Kit ▪ Using the Plug-in menu: You can also choose the desired Plug-in directly from the Plug-in slot itself via the Plug-in menu. Note that these methods work in any channel: Sounds, Groups, or Master. However, since Drumsynth is an instrument, you can load it only into the first Plug-in slot of Sounds.
Building Your Own Drum Kit Customizing Your Drum Kit 3. At the far left of the Control area, click the small Plug-in icon to display the Plug-ins. This displays the Plug-in List on the left of the Control area: The Plug-in List in this instance contains Sampler. 4. Click the down-pointing arrow at the right to open the Plug-in menu. The Plug-in menu opens and displays a list of all available effects. 5. In this menu, click the Drumsynth submenu to display the Drumsynths.
Building Your Own Drum Kit Customizing Your Drum Kit 6. Click the Kick entry to load it into the Plug-in List. → The Kick Plug-in is now loaded and is ready to be tweaked. 4.2.2.2 Loading a Drumsynth into a Plug-in List on the Controller 1. Press the PLUG-IN button in the top left corner of your controller to enter Control mode and display the Plug-in slots. 2. Press SELECT + pad 5 to select the Sound Kick Ektl A 2. 3. Press Button 3 to select the SOUND tab.
Building Your Own Drum Kit Customizing Your Drum Kit 5. Press the 4-D encoder to open the Plug-in menu in the right display: 6. Turn Knob 1 until the TYPE field is set to Instr. (for Instrument) and then Knob 2 until the VENDOR field is set to Internal. ⇨ As you touch either Knob, you will notice a list popping up above that Knob to show you the available entries. In the right display, the Plug-in menu is filtered according to your selection and shows MASCHINE’s internal instruments. 7.
Building Your Own Drum Kit Customizing Your Drum Kit → The Plug-in menu is automatically closed and the Kick Plug-in is now loaded in place of the Sampler, ready to be tweaked: As in the Browser (see section ↑4.2.1, Selecting Another Snare Sample), the 4-D encoder proves to be extremely handy for navigating the Plug-ins loaded in your Sounds and loading new ones. You can also open or close the Plug-in menu by pressing SHIFT + BROWSER (+Plug-In). 4.2.
Building Your Own Drum Kit Customizing Your Drum Kit Use the Master Volume slider in the Header to adjust the overall volume of MASCHINE. You can also use Mix view to adjust your Sound and Group levels. Mix view gives you quick access to the level and routing settings of all your Sounds, Groups, and the Master. In addition, it provides you with an intuitive interface for adjusting the parameters of all your Plug-ins. More on this in section The Mix View.
Building Your Own Drum Kit Customizing Your Drum Kit → The VOLUME button lights up. You can now adjust the volume for your overall Project, for each Group, and for each Sound individually using the 4-D encoder: ▪ To adjust the overall volume, turn the 4-D encoder. Hold SHIFT to adjust the value in finer increments. ▪ To adjust the volume of a particular Group, hold its Group button (A–H) and turn the 4-D encoder. Hold SHIFT to adjust the value in finer increments.
Building Your Own Drum Kit Customizing Your Drum Kit ▪ To adjust the tune of a particular Group, press and hold its Group button (A–H) and turn the 4-D encoder. Hold SHIFT to adjust the value in finer increments. ▪ To adjust the tune of an individual Sound, press and hold its pad and turn the 4-D encoder. Hold SHIFT to adjust the value in finer increments. As you adjust the tempo or the tune, the left display shortly indicates its current value.
Building Your Own Drum Kit Customizing Your Drum Kit ► Right-click on the desired Sound slots, select Color in the context menu, and select the desired color according to the type of percussion in that Sound slot. Here is an example of how you could color Sounds: Your drum kit full of colors. This helps you see much quicker where the kicks, the snares, etc., are.
Building Your Own Drum Kit Customizing Your Drum Kit You can assign colors to your Sounds, Groups, Patterns, Scenes, and Sections. It’s up to you to decide which colors to use. You can use colors to distinguish different sound types, purposes, or anything else that best fits your needs and workflow. Changing the color of items can be done in the MASCHINE software only. 4.2.5 Moving your Sounds and Groups You can exchange the position of your Sounds and Groups at any time.
Building Your Own Drum Kit Saving Your Project 1. Click and hold the Sound slot 3, which now contains the “Snare Ektl A 1.” 2. While holding the mouse button, drag your mouse down. When the insertion line appears above the other snare, release the mouse button. → Your first snare takes place above the second snare in the Sound slot 5. It will now be triggered by pad 5 on your controller.
Building Your Own Drum Kit To Sum Up… ▪ Adjust the overall Swing of your song, both on your controller and in the software. ▪ Change the colors of your Sounds, and possibly of your Groups, Patterns and Scenes (more on Scenes later). ▪ Move your Sounds across your Group to assign them to other pads on your controller.
Creating Beats Fine-tuning your First Pattern 5 Creating Beats In this tutorial, you will further enhance your tutorial Project and do the following: ▪ Double your Pattern and fine-tune it. ▪ Add a second Pattern for breaks. Even though you have only dealt with drum kits until now, MASCHINE is much more than a rhythm box. Indeed, it also does a great job with melodic instruments! For those who can’t wait: Please be patient, you will add a bass line in the next tutorial.
Creating Beats Fine-tuning your First Pattern 5.1.1 Your Pattern in the Software First of all, have a quick look at the Pattern Editor in the software: 1 2 4 3 Your first Pattern displayed in the Pattern Editor. In the Pattern Editor, you will note the following: ▪ At the top left (1), EK-TL A Kit is the name of the selected Group; in this instance, it is your customized drum kit. ▪ Under the Group name, you see a vertical list of all Sounds included in the Group (4).
Creating Beats Fine-tuning your First Pattern ▪ The biggest area of the Pattern Editor (3), in the lower right part, displays the events (the notes) of the selected Pattern. In other terms, you see here what you recorded in ↑3.3, Recording Your First Pattern. Events mirror the colors of their respective Sounds. Vertical lines indicate the beats and their subdivisions.
Creating Beats Fine-tuning your First Pattern A doubled Pattern with some added side-sticks in bar 2 for variation. When recording, you don’t necessarily need to be super-accurate in your playing: The next section will show you how the Quantize functions can correct the timing of your playing to a set of discrete values. 5.1.3 Quantizing the Rhythm It takes a little practice to be very precise when playing the pads.
Creating Beats Fine-tuning your First Pattern ▪ You can also quantize events directly when playing on the pads and/or recording! By default, this option is disabled. You can enable it in Preferences > Defaults > Input > Quantize. Please refer to the Manual for more information. 5.1.3.1 Quantizing the Rhythm in the MASCHINE Software Zooming In Your Pattern To check this, zoom on specific parts of your Pattern in the software.
Creating Beats Fine-tuning your First Pattern 5.1.3.2 Quantizing the Rhythm using the Controller Quantizing Your Pattern The process of quantization (sometimes called “note snap”) consists of forcing events to stick to the beats or to their subdivisions. This ensures that the rhythm is perfectly tight. On your controller, do the following: ► To quantize the events of your Pattern, press SHIFT + pad 5. → Your Pattern now plays perfectly tight.
Creating Beats Adding a Second Pattern 5.2 Adding a Second Pattern Now you can create another Pattern that you can use as a break in your song. This will introduce a few more tasks and features of MASCHINE, namely the selection of Patterns, the Pattern Length, and the Count-in. 5.2.1 Selecting a Pattern Slot Until now, you only used the first of the 64 Pattern slots available in your Group. You will now select another Pattern slot, in which you will later record your second Pattern. 5.2.1.
Creating Beats Adding a Second Pattern 5.2.1.2 Selecting a Pattern Slot on the Controller 1. Press PATTERN and hold it. All pads light off except pad 1, which is fully lit. This indicates that all Pattern slots are empty except the first Pattern slot, which is additionally selected. 2. While holding PATTERN, press pad 2. → Pattern slot 2 is now selected. Selecting an empty Pattern slot automatically creates a blank Pattern in it.
Creating Beats Adding a Second Pattern 1. In the timeline of the Pattern Editor, click the right limit of the Pattern (indicated by a little triangle pointing to the left) and drag your mouse horizontally in the timeline to change the Pattern Length. 2. At the top right of the Pattern Editor, click the value and drag your mouse vertically to change the Pattern Length. 5.2.2.2 Adjusting the Pattern Length on the Controller 1. Hold PATTERN.
Creating Beats Adding a Second Pattern To change the resolution at which the Pattern Length can be resized, refer to the Manual for information on Arranger Grid. 5.2.3 Recording a New Pattern Using the Count-in Once your empty Pattern in Pattern slot 2 has the desired length, you are ready for recording. You have already learned how to record a Pattern by starting the sequencer then enabling the record mode, also using the metronome (see ↑3.3, Recording Your First Pattern).
Creating Beats Adding a Second Pattern 5.2.4.1 Switching Patterns in the MASCHINE Software 1. Click the Play button in the Header at the very top of the MASCHINE window to start the sequencer (the Play button must be lit). 2. Click Pattern slot 1 and 2 alternatively and listen how both Patterns fit together. 5.2.4.2 Switching Patterns on the Controller 1. Press PLAY to start the sequencer. 2. Press and hold PATTERN. 3.
Creating Beats Saving Your Project Double-click into the Grid to create an event. Right-click it to delete it. 2. To clear an event, right-click it. 3. To move an event, drag it (i.e. click it, hold the mouse button, drag your mouse to the desired location, and release the mouse button). Dragging horizontally will shift the event in time for the same Sound, while dragging it vertically will move it to another Sound while preserving its timing. 4.
Creating Beats To Sum Up… ► 5.5 Press SHIFT + FILE (Save) to save your Project. To Sum Up… In this tutorial, you have learned to: ▪ Double a Pattern. ▪ Quantize or half-quantize a Pattern. ▪ Select different Pattern slots. ▪ Adjust the Pattern Length. ▪ Use the Count-in for recording. ▪ Edit Patterns in the software.
Adding a Bass Line 6 Adding a Bass Line MASCHINE is not only about rhythm. It is also a full-featured sequencing environment and, as such, lets you create melodic parts as well. As an example, you will add a bass line to your song. More precisely: ▪ You will create a new Group with a nice bass Sound using a VST/AU plug-in synthesizer. ▪ You will record a few bass lines. ▪ You will adjust the Plug-in parameters to fine-tune the bass sound.
Adding a Bass Line Selecting Another Group 6.1 Selecting Another Group Until now, you have only used the first Group available in your Project. You will now select another Group and load a bass sound. Loading the bass into a different Group slot will later allow us to handle it separately, and easily combine it with the existing drum kit Group and its Patterns. In MASCHINE it is possible to have more than one Group bank.
Adding a Bass Line Selecting Another Group Click the Group slot’s name to select that slot. Upon selection, the Pattern Editor below switches to display the content of the newly selected Group slot. For now, this is still empty (no Sounds, no Patterns). 6.1.
Adding a Bass Line Renaming and Coloring the Group 6.2 Renaming and Coloring the Group As you loaded the drum kit into the Group A1 (see ↑3.1, Loading a Drum Kit from the Factory Library), the slot automatically took the name of the loaded Group (“EK-TL A Kit”). Here you will manually rename the Group B1 to help keep your Project well organized. This feature is only available from the MASCHINE software. To rename a Group: 1. Double-click the Group name. The Group name becomes highlighted. 2.
Adding a Bass Line Using an Instrument Plug-in for the Bass A new name for the Group B1. Now quickly give your Groups different colors: ► Right-click each Group, select Color in the context menu, and select the desired color in the palette. New color for the Bass Group. 6.3 Using an Instrument Plug-in for the Bass In addition to using the internal sounds of MASCHINE, you may also use 32-bit and 64-bit VST/AU plug-ins from Native Instruments and third-party manufacturers.
Adding a Bass Line Using an Instrument Plug-in for the Bass MASCHINE already includes KOMPLETE 11 SELECT, a premium instrument and effect package for all styles of music. This Native Instruments bundle notably includes MASSIVE (the legendary synthesizer), REAKTOR PRISM (a modal synthesizer), SCARBEE MARK 1 (an iconic electric piano) and SOLID BUS COMP (a superior compressor), just to mention a few. Among other things, MASSIVE is ideal for fat bass sounds — exactly what you need here. 6.3.
Adding a Bass Line Using an Instrument Plug-in for the Bass 4. At the very top of the Browser, select the keyboard icon from the File Type selector: The Browser now shows the Instrument presets. 5. Select the sphere icon from the Content selector: This selects the factory content for displaying. 6.
Adding a Bass Line Using an Instrument Plug-in for the Bass 7. …and select Massive: This will limit the list of presets displayed to the MASSIVE presets. 8. Click All Banks to reveal a list of all MASSIVE banks installed on your computer: 9. From this list, click Massive Factory. This will update the results list with only presets from this bank. 10. In the Tag Filter below, click Bass in the TYPES section.
Adding a Bass Line Using an Instrument Plug-in for the Bass 11. Click Bass Line in the Sub-Type section to further narrow your search. → You can now load a bass preset by double-clicking its entry in the result list below. 6.3.1.2 Browsing Instrument Presets on the Controller On your controller, do the following: 1. Press button B to select the Group slot B1. 2. Press pad 1 to select the Sound slot 1. Pad 1 should be fully lit. 3. Press BROWSER to open the Browser. 4. Button 4 should be dimmed.
Adding a Bass Line Using an Instrument Plug-in for the Bass 7. Move the 4-D encoder to select All Banks, and turn the encoder to select Massive Factory bank: 8. Move the 4-D encoder to select All Types and press it to show the Type tag cloud with all Types used in MASSIVE factory presets. 9. Then turn the 4-D encoder to select the Bass Type: As you select Types, the Sub-Type tag cloud appears underneath. Its entries vary with the Type currently selected.
Adding a Bass Line Using an Instrument Plug-in for the Bass 10. Move the 4-D encoder to Sub-Type and turn the 4-D encoder to select Bass Line from the Sub-Type tag cloud: → Once you release the 4-D encoder, the right display shows you the list of MASSIVE bass presets that are tagged for use in a bass line: 1. Move the 4-D encoder to the Results field and turn it to select a preset. 2. Press the 4-D encoder to load the selected preset.
Adding a Bass Line Using an Instrument Plug-in for the Bass ► In the software, click the Autoload button at the bottom of the Browser to activate it: → Each preset is now automatically loaded into the Sound slot 1 when selected in the Browser’s result list. For now, you can hear the presets only by pressing the pad 1, which triggers a single note (by default C3). This is not ideal for choosing a preset — not to mention for recording a bass line.
Adding a Bass Line Using an Instrument Plug-in for the Bass The Keyboard View button. The Pattern Editor shows a vertical keyboard at the right of the Sound slots. The rows in the grid now represent each note for the selected Sound slot, instead of representing each Sound slot.
Adding a Bass Line Using an Instrument Plug-in for the Bass Keyboard mode and Group mode are so-called pad input modes: They define the behavior of the pads in reaction to your input (your hits). Other pad input modes are also available: Chords and Step. You can enable them via the row of buttons above the pads. For example, see ↑8, Creating Beats with the Step Sequencer to learn how to use Step mode. 6.3.
Adding a Bass Line Recording a Bass Line 2. Load various bass presets into Sound slot 1 and play them on the pads to choose the bass sound you would like to use. 3. Now choose the Sound “Analovue,” because it has nice bass content and some high-frequency ornaments. Moreover, it holds interesting rhythmic content synchronized to the Project tempo. 4. Once you have found a suitable bass, deactivate BROWSER to leave the Browser.
Adding a Bass Line Recording a Bass Line 1. Switch to the second Pattern slot. As a reminder, you can do this on your controller by pressing PATTERN + pad 2, and in the software by double-clicking the Pattern slot 2 in the Ideas view. 2. Record a second Pattern. Again, don’t hesitate to reuse the various Pattern recording/editing tasks that you have already learned. Check that both Patterns fit well together by switching repeatedly between both Pattern slots. 6.4.
Adding a Bass Line Accessing the Plug-in Parameters Loading and Recording Another Bass ► Once Sound slot 2 is selected, repeat the steps described above in this tutorial to load another bass Sound and to record bass lines with that Sound in the same Patterns 1 and 2 as you did for the first bass. For example, try with the Sound “Ad Voca” as a second bass. Choosing Colors for Your Bass Sounds Now choose different colors for the two bass Sounds as you did for the Sounds of the Group “EK-TL A Kit”: ► 6.
Adding a Bass Line Accessing the Plug-in Parameters 6.5.1 Accessing the Plug-in Parameters in the Software 1. At the left of the Pattern Editor, click the Sound slot’s name (Analovue) to select that Sound slot. 2. In the top left part of the Control area, click the SOUND tab to select it (it should be highlighted). 3. In the Plug-in List below, click Massive to select it. → The Control area now displays the parameters of your bass Sound “Analovue.
Adding a Bass Line Accessing the Plug-in Parameters The Control area indicating which parameters are displayed. The large part of the Control area to the right is called the Parameter area. This gives you access to the desired parameters: The parameters for the Sound “Analovue.” These parameters are organized into pages that you can select for displaying by clicking the little labels at the top of the Control: The pages allow you to display further parameters for your plug-in.
Adding a Bass Line Accessing the Plug-in Parameters 1. Click the Osc2 label at the top of the Control area to select the Osc2 parameter page. The Control area now displays the parameters of that page. 2. Click the fourth knob (Osc2Amp) and drag your mouse vertically to adjust the value. You can fine-adjust the parameter value by holding down [Shift] on your computer keyboard while you drag the mouse. 6.5.2 Accessing the Plug-in Parameters on the Controller 1.
Adding a Bass Line Saving Your Project 6.6 Saving Your Project Again, it is recommended to regularly save your work. You can then open another Project or close MASCHINE and take a break. Your tutorial Project will be recalled as it was the next time you open it. To save your Project in the software: ► Press [Ctrl] + [S] ([command] + [S] on macOS) to save your Project. To save your Project on the controller: ► 6.7 Press SHIFT + FILE (Save) to save your Project.
Applying Effects 7 Applying Effects Now that you have created a few Patterns, you can spice them up with some effects. MASCHINE provides a healthy selection of effects (FX) that can be loaded in the form of Plugins. Each channel (Sounds, Groups and Master) can have an unlimited number of insert effects loaded in their Plug-ins slots. In each Plug-in slot you can load an internal, Native Instruments or external effect Plug-in. Effects can also be applied to external audio or set up as send effects.
Applying Effects Loading Effects 7.1 Loading Effects In this section you will learn how to load effects in MASCHINE. In MASCHINE, effects are just a particular type of Plug-ins; the other type are the instrument Plug-ins, which you already met in the previous tutorials.
Applying Effects Loading Effects 2. In the Control area below, click the SOUND tab to select the Sound level, since you want to apply the saturation to a Sound. 3. The actual Sound that you assign the effect to is always the one in focus. Hence, at the left of the Pattern Editor, click the Sound slot’s name (Analovue) to select that Sound slot. 4. At the far left of the Control area, click the small plug icon to display the Plug-ins.
Applying Effects Loading Effects 5. Click the “+” icon below to open the Plug-in menu. The Plug-in menu opens and displays a list of all available effects. 6. In this menu, click the Saturator entry to load it. → The Saturator plug-in is now loaded and is ready to be tweaked. If you have VST/AU effect plug-ins installed, you may also load them from the menu by selecting the Native Instruments submenu (for Native Instruments products) or the corresponding vendor submenu (for third-party products).
Applying Effects Loading Effects If you wish to load a Plug-in at the Group level, just follow the same procedure except at the second step click the GROUP tab instead of the SOUND tab! Similarly, if you wish to load a Plug-in at the Master level (to process the audio of the whole Project), click the MASTER tab at this step. 7.1.2 Loading an Effect on the Controller 1. Press the PLUG-IN button to enter Control mode and display the Plug-in slots. 2.
Applying Effects Loading Effects 7. Turn Knob 2 until the VENDOR field is set to Internal. This selects the MASCHINE internal effects, which are listed in the right display: 8. Turn the 4-D encoder (or Knob 8) to select the Saturator, and press the encoder (or Button 8) to load it. → The Plug-in menu is automatically closed. The Saturator Plug-in is now loaded and appears after the Massive Plug-in in the Plug-in List.
Applying Effects Playing with Effects 7.2 Playing with Effects Once the Saturator Plug-in is loaded into the Plug-in List, you will find its parameters displayed in the Control area when the Saturator effect is selected: When Saturator is selected from the Plug-in List, the Control area displays its parameters. 7.2.
Applying Effects Playing with Effects 1. Click in the display of the Mode selector at the left and select the Tube entry in the menu that opens. Upon your selection, the other parameters change in the Parameter area, giving you access to settings specific to this saturation mode. 2. To adjust the various parameters, click and drag the knobs to change their values, and click the buttons to activate/deactivate them. 7.2.1.
Applying Effects Playing with Effects 7.2.2 Practice Makes Perfect! Don’t hesitate to practice with loading effects in different places of the tutorial Project and adjusting their parameters. For example: ▪ You could load a Chorus on the Sound “Snare Ektl A 1” of the drum kit Group to slightly widen its sound (use a low value for the Mix parameter of the effect). ▪ In that same drum kit Group, you could apply a slowly evolving Flanger on the Sound “Shaker Ektl A” to make it livelier.
Applying Effects Playing with Effects 3. To bypass the effect, click the FX icon at the left of the effect name in the Plug-in List. The effect is grayed out to indicate that it is now bypassed. 4. To reactivate the bypassed effect, click its FX icon. Bypassing effects can be very useful when adjusting effect parameters in order to compare the sound with/without an effect. But more than this, bypassing effects is also a powerful creative tool when playing live.
Applying Effects Modulating Effect Parameters Effect on a Sound: Press Button 3 (SOUND) to select the Sound level, press the desired Group button (A–H), then press the desired pad (or SELECT + the desired pad if the Keyboard mode is active) to select the corresponding Sound. 3. Move the 4-D encoder to the left or to the right (or press Button 5 or 6) to select the effect you want to bypass. On the left display, a white frame indicates the selected effect. 4.
Applying Effects Modulating Effect Parameters Modulation is not limited to effects: In MASCHINE, you can modulate just about any parameter at the Group or Sound level as soon as it has a continuous range of values — in other terms, almost any parameter controlled by a knob in the Parameter area! 7.3.1 Recording Modulation Now try to record some simple modulation for the effect parameter of your choice. 7.3.1.
Applying Effects Modulating Effect Parameters 1. Press CHANNEL or PLUG-IN depending on whether the parameter is located in Channel properties or in a Plug-in, respectively. 2. Select the channel (Sound, Group or Master) containing the parameter: If the parameter is at the Master level, press Button 1 (MASTER). If the parameter is in a Group, press Button 2 (GROUP) and select that Group by pressing its Group button A–H.
Applying Effects Modulating Effect Parameters → Your modulation gets recorded now. On the next loop, the parameter changes will be reproduced. There is also another way to record modulation from your controller: the step sequencer.
Applying Effects Saving Your Project 7.4 Saving Your Project Again, it is recommended to regularly save your work. You can then open another Project or close MASCHINE and take a break. Your tutorial Project will be recalled as it was the next time you open it. To save your Project in the software: ► Press [Ctrl] + [S] ([command] + [S] on macOS) to save your Project. To save your Project on the controller: ► 7.5 Press SHIFT + FILE (Save) to save your Project.
Creating Beats with the Step Sequencer 8 Creating Beats with the Step Sequencer In this chapter you will learn a different way to create Patterns from your controller: the Step mode. The Step mode turns your controller into a fully featured step sequencer. If you are familiar with classic drum machines, you should quickly feel at home. Throughout this tutorial, you will also discover more about the Step Grid and quantization settings.
Creating Beats with the Step Sequencer Building Up a Beat in Step Mode 8.1 Building Up a Beat in Step Mode Until now, you recorded all Patterns “live”: You hit the various pads at the desired moments while the sequencer was playing and the sequencer directly recorded your hits. This is the recording workflow when the controller is in Control mode. On the contrary, in Step mode you progressively build up the Pattern by programming a sequence for each individual Sound of the selected Group.
Creating Beats with the Step Sequencer Building Up a Beat in Step Mode → Progressively, you build up a new Pattern. If you decided to create a Pattern more than sixteen steps long, you can use Knob 6 under the right display to switch between each part — or alternatively press FOLLOW and MASCHINE will automatically follow the Pattern and display the steps on the pads accordingly.
Creating Beats with the Step Sequencer Building Up a Beat in Step Mode The 16 pads representing the full Pattern (the Pattern is one bar long). The 16 pads representing the second quarter of the Pattern (the Pattern is four bars long). 8.1.3 Recording Modulation in Step Mode It is also possible to record modulation in Step mode. This allows you to precisely define value changes for parameters at specific moments.
Creating Beats with the Step Sequencer Building Up a Beat in Step Mode 1. Hold the pad representing the step you want to modulate. While you are holding the pad, the displays turn back to a mode similar to Control mode: 2. Press Button 1 (MASTER), Button 2 (GROUP) or Button 3 (SOUND) to select the level at which you want to modulate a parameter. 3. Press the PLUG-IN button if the desired parameter is located in a Plug-in, or press the CHANNEL button if the parameter is located in Channel properties.
Creating Beats with the Step Sequencer Adjusting the Step Grid ▪ You are free to use both Control mode and Step mode on the same Pattern! For example, you could start building a tight, basic beat in Step mode, then switch to Control mode and record live-played ornaments to add a human touch to your Pattern. Or you could record a natural Pattern in Control mode and correct the essential hits in Step mode. 8.
Creating Beats with the Step Sequencer Adjusting the Step Grid The Step Grid with the default resolution (1/16th note). To change the Step Grid resolution, do the following: 1. Click the Step menu at the bottom left of the Pattern Editor. 2. Select the desired step size in the list that opens. You can directly see your modification to the Step Grid resolution: The Step Grid after selecting 1/32nd in the Step menu. Selecting another step size in the Step menu does not move any event in your Pattern.
Creating Beats with the Step Sequencer Adjusting the Step Grid Similarly to changing the Pattern Length, changing the Step Grid resolution can result in a greater amount of steps in your Pattern than what your sixteen pads can represent. In that case, as described earlier, you can use the Page buttons to display the previous/next sixteen steps of your Pattern. 8.2.2 Adjusting the Step Grid on Your Controller On your controller, to change the Step Grid resolution, do the following: 1.
Creating Beats with the Step Sequencer To Sum Up… To save your Project on the controller: ► 8.4 Press SHIFT + FILE (Save) to save your Project. To Sum Up… In this tutorial, you have learned to: ▪ Switch the controller to Step mode. ▪ Use Step mode to record Patterns. ▪ Record modulation in Step mode. ▪ Adjust the Step Grid resolution. Once you feel comfortable with these few tasks, proceed with the next tutorial, where you will discover how to build a full arrangement for your song.
Creating Scenes Working with Scenes 9 Creating Scenes In the previous tutorials you created a few Patterns for the drum kit Group and bass Group. Using these Patterns you can now start to create your own Scenes. A Scene is made of a variable number of Patterns that each represent a certain part of the song, e.g., intro, verse, chorus, break, another verse… Scenes are a very flexible way to create each part of your song.
Creating Scenes Assigning Patterns to Scenes ▪ In each Scene, you can choose to play one particular Pattern from each Group. For example, in Scene 1 we play the Pattern 1 of the Group “EK-TL A Kit” (our drum kit) together with the Pattern 2 of the Group “Bass” (our bass lines). ▪ In addition, a Pattern can be played in several Scenes: In fact, a Scene only contains a reference to your Pattern, and you can place as many references to this Pattern as you want in different Scenes.
Creating Scenes Assigning Patterns to Scenes ► Press PLAY on your controller or the [Space] bar on your computer keyboard to start the sequencer. This way, you can directly hear if the various Patterns sound good together. In previous tutorials, when you pressed PLAY the first Scene played because it was selected by default. This is a general rule: The selected Scene is played in a loop. As an example, we will now build the second Scene.
Creating Scenes Assigning Patterns to Scenes 2. Click the desired Patterns for Scene 2. The selected Patterns will play when Scene 2 is selected. → By repeating these two steps for all Groups you want to use in this Scene, you progressively build up a new Scene. You might also want to remove a Pattern from a Scene: ► To remove a Pattern from a Scene, simply click it. → The Pattern is removed from the Scene. You will note that the corresponding Pattern has only been dimmed and not deleted.
Creating Scenes Managing Scenes 3. While holding SCENE (Section), press pad 2 to select Scene 2. Pad 2 lights up brightly to confirm its selection. Pad 1 turns half lit, indicating that Scene 1 is not currently selected. 4. Release the SCENE (Section) button. → Scene 2 is now selected. If the sequencer is playing, you won’t hear anything because this Scene is still empty. Now we can select one Pattern in each Group to include in this new Scene: 1.
Creating Scenes Managing Scenes 9.3.1 Renaming and Coloring Scene Slots As with Sound slots and Groups, you can change the name and color of your Scene slots for a better visual organization, especially useful in a live situation, and for organizing parts of your song! Renaming and Coloring can only be done in the software. 1. To rename a Scene slot, double-click its current name, type a new name, and press [Enter] on your computer keyboard. Typing a new name for the first Scene slot. 2.
Creating Scenes Managing Scenes ► Right-click for example the Scene slot 2 and select Duplicate in the context menu. → The content of Scene slot 2 is copied to the next Scene column and all other Scenes are moved one Scene to the right. To delete a Scene in the Ideas view: ► Right-click for example the Scene slot 2 and select Delete in the context menu. → The content of Scene slot 2 is deleted and all other Scenes are moved one Scene to the left. 9.3.2.
Creating Scenes To Sum Up… 2. Press and hold SCENE (Section) to enter Scene mode (or pin it by pressing SCENE (Section) + Button 1). The right display shows the names of your Scene slots. Additionally, the selected Scene slot is highlighted. 3. Press for example pad 2 to select Scene slot 2. 4. Press Button 4 (DUPLICATE) to duplicate this Scene slot. ⇨ A new Scene slot is inserted right after Scene slot with the same properties and content.
Creating Scenes Saving Your Project ► Press [Ctrl] + [S] ([command] + [S] on macOS) to save your Project. To save your Project on the controller: ► Press SHIFT + FILE (Save) to save your Project.
Creating an Arrangement Accessing Song view 10 Creating an Arrangement The chapter explains how to arrange your song using MASCHINE. If you followed the previous tutorials you will have created a few Patterns for the drum kit Group and bass Group and added them to Scenes using the Ideas view. To create a structured arrangement it is necessary to add Scenes to Sections in the Song view. In this tutorial, we will: ▪ Learn how to switch from the Ideas view to the Song view. ▪ Learn how to create Sections.
Creating an Arrangement Accessing Song view length of the Section (determining the playback length of the Scene) or re-order the Sections as you see fit. You can also re-use the same Scene in multiple Sections in the timeline, or you can choose to assign no Scene to the Section at all. One powerful aspect of the relationship between the Ideas view and Song view is that the content in these two areas are actually one-in-the-same.
Creating an Arrangement Accessing Song view ▪ The Song view is a timeline where playback of your Sections progresses from left to right. ▪ Only one Section is played at a time. ▪ Each Section contains one only Scene. 10.1.1 Creating your First Section To begin arranging you must start to populate the timeline with Scenes from the Ideas View. There will be no Sections when you first enter the Song view.
Creating an Arrangement Accessing Song view 10.1.2 Assigning a Scene to a Section Now you have created an empty Section on the timeline of the Arranger, you can now add a Scene from the Ideas view to the Song view and start to arrange your song. To add a Scene to a Section on the timeline of the Arranger: ► Right-click a Section slot and click Select in the context menu, then for example, select Scene 2 from the submenu. → The selected Scene is added to the Section.
Creating an Arrangement Managing Sections By repeating this for each new Section, you can quickly assign Scenes to the Timeline of the Song view. 10.2 Managing Sections Now that you have added your Scenes to a few Sections, you can start to organize them into a song. For this, the Song view provides you with many editing facilities. 10.2.
Creating an Arrangement Managing Sections ranger, and a Truncated Pattern marker will appear on the right-hand side of the Section to indicate that a section of the Pattern is hidden: ▪ If a Section has been manually shortened, only the visible part of the Pattern within the set length will be audible. ▪ Scenes always start at the beginning of the Section. 10.2.1.
Creating an Arrangement Managing Sections ► Click and drag the end marker of the Section to the left. → The Scene will be shortened, and if the adjustment is shorter than the referenced Pattern a small Truncated Clip marker will appear on the right-hand side of the Section to indicate that a part of the Scene is hidden. Only the visible part of the Scene will be audible during playback.
Creating an Arrangement Managing Sections 1. Press SHIFT + SCENE (Section) to access the Song view (if you are not already in the Song view). 2. Press the SCENE (Section) button to enter the Section page. 3. Press Button 1 to pin the page if required. 4. Select the pad representing the Section you want to adjust. 5. Turn Knob 4 to adjust the length of the Section as required. Turning the Knob left will shorten the Section, turning it right will lengthen the Section. 6.
Creating an Arrangement Managing Sections → The content of Section slot 2 is copied to the next Section column and all other Sections are moved one Section to the right. To remove a Section in the Arranger: ► Right-click for example the Section slot 2 and click Remove in the context menu. → The content of Section slot 2 is removed and all other Sections are moved one Section to the left. Note that the Section has only been removed from the arrangement but has not been deleted. 10.2.2.
Creating an Arrangement Selecting a Loop Range ⇨ A duplicate of the Section slot is inserted to the right, it contains the same properties and content (Scene). The existing Section slots are shifted one slot to the right to make way for the new entry. Note that the duplicate slot is automatically selected. 5. Press Button 6 (REMOVE) to remove this new Section slot from your arrangement. The Section slot is removed.
Creating an Arrangement Selecting a Loop Range → The start and end Sections along with all Sections in-between are played one after the other in a loop. The Arranger timeline indicates the new loop range. The loop range now contains three Sections. You will note that selecting a single Section amounts to selecting a one-Section-long loop range. 10.3.2 Selecting a Loop Range using the Controller On your controller: 1.
Creating an Arrangement To Sum Up… ► Press [Ctrl] + [S] ([command] + [S] on macOS) to save your Project. To save your Project on the controller: ► Press SHIFT + FILE (Save) to save your Project. 10.5 To Sum Up… In this tutorial, we have learned to: ▪ Create Sections referencing our Scenes. ▪ Select a Section for playing. ▪ Pin the various controller modes. ▪ Rename, color, move, insert, and delete Sections slots. ▪ Select the desired loop range for playing.
Playing Live Performing with Scenes and Sections using the Pads 11 Playing Live At last we come to the real point of the Scenes: playing your song! Creating a Studio Track or Performing Live If you are composing a studio track that you plan to export as is, you can assign your Scenes to Sections in the Song view and arrange your song so that your whole track can be played in one go from the very first Scene to the very last one.
Playing Live Performing with Scenes and Sections using the Pads ◦ If Retrigger is disabled (default setting), the next Scene or Section that is selected will play from the same offset to the beginning: for example, leaving the current Section on beat 3 will cause the new Section to start playing on its beat 3. This ensures that the global groove of your track is not interrupted. 11.1.
Playing Live Performing with Scenes and Sections using the Pads → The next time you select a new Scene/Section or group of Scenes/Sections for looping, the switch will happen on the next division selected here. ► To enable/disable the Retrigger setting, click the Performance Grid menu in the Header and select Retrigger from the menu.
Playing Live Performing with Scenes and Sections using the Pads → The next time you select a new Scene/Section or loop range, the switch will happen on the next quarter note. Adjusting the Scene Retrigger Setting To adjust the Scene Retrigger setting: 1. Press and hold SCENE to enter Section mode (or pin it by pressing SCENE + Button 1). 2. At the bottom left corner of the left display you see the current RETRIGGER value (Off by default). 3. Turn Knob 1 to select On.
Quick Reference Using Your Controller 12 Quick Reference This chapter introduces you to the main areas and concepts of MASCHINE. In the following sections, you will find: ▪ Information that will help you in your every-day work with your controller (↑12.1, Using Your Controller). ▪ An overview of a MASCHINE Project and a description of both its structure and content (↑12.2, MASCHINE Project Overview).
Quick Reference Using Your Controller For some of these modes, you need to hold the button to keep the mode active. For example, when you press the SOLO button, the displays will show Solo-specific control options; when you release it, the controller switches back to the previous mode.
Quick Reference Using Your Controller → On the left screen, the PATTERN label under Button 1 gets highlighted. You can release the PATTERN button: The controller will remain in Pattern mode until you press PATTERN again. Once a mode has been pinned your controller will automatically pin the mode next time it is pressed. You can unpin the active mode by pressing Button 1 again.
Quick Reference Using Your Controller You can unpin the Navigate mode by pressing Button 1 (it is pinned by default). When Navigate mode is unpinned, the controller directly switches back to its previous mode when you release the VARIATION button. In some cases, this can be useful to quickly adjust software views without interrupting your workflow. For more information on mode pinning, see ↑12.1.1, Controller Modes and Mode Pinning.
Quick Reference Using Your Controller Action Shortcut Zoom Arranger in/out (Song view only) Knob 1 (Timeline ZOOM) Scroll Arranger left/right (Song view only) Knob 2 (Timeline SCROLL) Zoom Pattern Editor in/out Knob 5 (Pattern ZOOM) Scroll Pattern Editor left/right Knob 6 (Pattern SCROLL) The pads also allow you to adjust scroll and zoom settings: Action Shortcut Scroll Pattern Editor left Pad 1 Scroll Pattern Editor right Pad 3 Zoom out Pattern Editor Pad 2 Zoom in Pattern Editor Pad 6
Quick Reference MASCHINE Project Overview Navigate mode: page navigation. Use Buttons 5–8 above the right display along with the pads to select the desired parameter page: Action Shortcut Select Plug-in (from the Plug-in list) / Select Channel properties (Input, Output, Groove or Macro) Button 5 and 6 Select Page Bank Button 7 and 8 Select parameter page Pads ► To exit page navigation, press the lit Button 2 (PAGE NAV). 12.
Quick Reference MASCHINE Project Overview 12.2.1 Sound Content The sound content aspect of a MASCHINE Project includes all the instruments and effects contained in your Project file, and how these are structured. 1 3 2 The sound content aspect of a MASCHINE Project with Ideas view selected. ▪ Groups (1) are available in Banks. Each Bank contains eight Groups (A-H) and each Group contains sixteen Sound slots (1–16) (2). Each Sound slot can be filled with samples or plug-ins.
Quick Reference MASCHINE Project Overview ▪ The Control area has three tabbed sections corresponding to each channel: MASTER, GROUP, and SOUND. ◦ The controls in the SOUND section affect the sound of the selected Sound (1–16). ◦ The controls in the GROUP section affect the sound of the selected Group (A–H), i.e. the sound of all its Sound slots. ◦ The controls in the MASTER section affect the sound at the main outputs of MASCHINE, i.e. the sound of all Groups and all Sounds. 12.2.
Quick Reference MASCHINE Project Overview 1 2 3 4 5 7 6 The Ideas view of a MASCHINE Project optimized for creating Patterns and building Scenes. The workflow of creating ideas in MASCHINE is as follows: ▪ You load samples or plug-ins into the Sound slots (7) of the selected Group (2). ▪ You record instances of your Sounds by playing the pads (1-16). A recorded instance of a Sound is called an event (6). ▪ Together, the events add up to a Pattern (1) for the selected Group.
Quick Reference MASCHINE Project Overview ▪ In the upper half of the software, the Ideas view (4) allows you to combine your Patterns from each Group. ▪ Here you combine your Patterns (1) into Scenes (3). Song view In the Song view Scenes are assigned to Sections and placed on the Timeline of the Arranger, where you can move them around to develop an arrangement. 1 2 The Song view of a MASCHINE Project.
Quick Reference MASCHINE Hardware Overview ▪ Change the position of a Section by dragging the Sections slot. 12.3 MASCHINE Hardware Overview 12.3.1 MASCHINE Hardware Overview This section quickly describes the areas and control elements on your hardware controller.
Quick Reference MASCHINE Hardware Overview 1 2 3 6 4 5 Overview of the MASCHINE controller’s top panel and its main sections. (1) Control section: Use this multi-purpose section to access to all parameters of the mode currently selected on your controller. On the left, dedicated buttons provide access to the Browser, the Arranger, the Mixer and the Sample Editor. For more information on this section, see ↑12.3.1.1, Control Section.
Quick Reference MASCHINE Hardware Overview (2) Edit section: This section holds the 4-D encoder, a multifunctional element to be used in various contexts. Used in combination with the 4-D encoder, the three Quick Edit buttons nearby allow you to easily adjust the volume, tempo and swing of your Sounds, Groups and Project. In Step mode they let you quickly adjust the velocity, position and tune of the selected events(s). For more information on this section, see ↑12.3.1.2, Edit Section.
Quick Reference MASCHINE Hardware Overview 1 2 3 4 5 6 12 13 7 8 9 10 11 14 The Control section on your controller. (1) CHANNEL button: Press CHANNEL to switch to Control mode (the default mode on your controller) and directly display the Channel properties of the selected Sound/Group or the Master. This provides instant access to all Channel properties’ parameters via the eight Buttons and eight Knobs above and under the displays.
Quick Reference MASCHINE Hardware Overview (3) ARRANGER button: Press ARRANGER at any time to get an overview of your Project. In Ideas view you can view your Scenes and Patterns, in Song view you can edit your Sections, Scenes and Patterns to create the perfect arrangement. See the tutorials in ↑9, Creating Scenes and ↑10, Creating an Arrangement. (4) MIXER button: Press MIXER at any time to access an overview of your mix. Use the Mix view to, e.g.
Quick Reference MASCHINE Hardware Overview (11) MACRO button: The MACRO button provides instant access to the properties of the channel’s Macro Controls”). This shortcut can greatly facilitate both reactivity and improvisation when performing live. Press SHIFT + MACRO (Set) to define new Macros in a quick and easy way, directly from your controller. For more information on the Macro Controls, refer to the section: Using Macro Controls.
Quick Reference MASCHINE Hardware Overview (2)–(4) Quick Edit buttons: Enable either VOLUME, SWING, or TEMPO to quickly adjust the volume, swing, or tempo of your Project via the 4-D encoder (1). These buttons are mutually exclusive: Only one can be active at any time. When VOLUME, SWING or TEMPO is active (lit), hold a pad or a Group button and turn the 4-D encoder (1) to change the volume, swing or tune for that individual Sound or Group, respectively.
Quick Reference MASCHINE Hardware Overview ing to both the pads you hold and the scale and chords you have configured. As a shortcut, when your pads are in Group mode press SHIFT + NOTE REPEAT (Arp) to directly switch your pads in Keyboard mode and activate the Arp engine. The Note Repeat / Arp mode can be pinned: Press NOTE REPEAT + Button 1 to pin/unpin the mode. For a practical example of use, see ↑3.4.2, Using Note Repeat.
Quick Reference MASCHINE Hardware Overview If no Strip Mode button is active, the Smart Strip is disabled. 12.3.1.4 Group Section The eight dedicated Group buttons, labeled A to H, provide instant access to the Groups. The Group buttons on your controller. Press any Group button to select the Group you want to work in.
Quick Reference MASCHINE Hardware Overview 4 5 6 7 1 2 3 8 The Transport section on your controller. (1) PLAY button: Press PLAY to activate playback. Press PLAY a second time to stop playback. (2) REC button: When playback is on, press REC to begin recording. Or when playback is off, press SHIFT + REC to begin recording with the Count-in. Press REC a second time to stop recording.
Quick Reference MASCHINE Hardware Overview various MASCHINE objects can be moved or resized: Perform grid (for transitions between Sections), Arrange grid (for Pattern length and Section length), Step grid (for events), and Nudge grid (for events as well). (8) SHIFT button: While the most important features are accessible through dedicated buttons, many shortcuts are available by holding the SHIFT button and pressing pads 1–16 or several other buttons.
Quick Reference MASCHINE Hardware Overview 14 10 11 12 13 8 7 6 5 9 4 3 2 1 The Pad section on your controller: the Mode buttons (1) to (8), the pads (9), and the Pad Input Mode buttons (10) to (14). Mode Buttons The Mode buttons (1) to (8) are located in the column left of the pads.
Quick Reference MASCHINE Hardware Overview (2) SOLO button: Enters Solo mode. In this mode, you can instantly solo any Sound or Group (equals muting all other Sounds/Groups) by pressing its pad or Group button. This is useful to tweak the Sound or for performing live. The pad of the soloed Sound or Group is fully lit, while all other pads (representing the muted Sounds/Groups) are dimmed. (3) SELECT button: Enters Select mode.
Quick Reference MASCHINE Hardware Overview ▪ Use Scene mode to create, select and manage Scenes to prepare them for assignment to Sections in the Arranger. During playback, you can switch Scenes for quick on-the-fly arrangement by pressing the pads; half-lit pads show existing Scenes, while fully lit pads show the selected Scene. When you are satisfied with a Scene you can append it to the Arranger. ▪ Use Section mode to create, select, and manage Sections in order to create an arrangement.
Quick Reference MASCHINE Hardware Overview ment. The right display shows you the pitch triggered by each pad. You can use Buttons 5–8 to adjust the Root Note (triggered by pad 1), and Knobs 1–4 to configure the Scale engine and limit the available pitches to a particular scale.
Quick Reference MASCHINE Hardware Overview play or program complex drum fills. The right display indicates the velocity values for each pad. The pitch of the played note is defined by the Base Key. The 16 Velocities option is only available in Group mode, i.e. when PAD MODE (10) is enabled. 12.3.1.7 Rear Panel The rear panel of the MASCHINE controller holds the various hardware switches, knobs and sockets of the integrated audio interface, power supply, and USB connection.
Quick Reference MASCHINE Hardware Overview (6) MIC IN socket: Balanced input socket for plugging in dynamic microphones with a 1/4" TRS jack. When a microphone is plugged into the socket, the LINE IN 1 and 2 sockets (7) are disabled. (7) LINE IN 1 and 2 sockets: Pair of balanced 1/4" TRS input sockets accepting any line level signal (e.g., a synthesizer or mixer output). In your music software they will appear as 1: Input Left and 2: Input Right.
Quick Reference MASCHINE Software Overview 12.4 MASCHINE Software Overview 1 3 2 4 5 The MASCHINE software. (1) Header: The Header contains the main controls for the MASCHINE software including the Display area, the Transport controls, and the Master Volume slider. You can also use this area to toggle the Browser, toggle the Mixer view, connect to your hardware controller and monitor the CPU usage of your computer.
Quick Reference MASCHINE Software Overview (3) Arranger: This area has two views: Ideas view and Song view. Ideas view is for creating and experimenting with musical ideas free from the timeline. Song view is for organizing your musical ideas into a song on the Timeline. (4) Control area: The Control area allows you to control parameters and settings for each of the Plug-in slots at each Project level (Sound, Group and Master).
Quick Reference MASCHINE Software Overview (4) Transport controls: The Transport controls contain buttons such as Play, Restart, Record and Loop. (5) Display area: The Display area provides control regarding Ableton Link, time signature, tempo, global swing, Follow and Performance Grid (Including Retrigger) (6) Controller icon: This area displays an icon each MASCHINE controllers connected to your computer. (7) Master Volume slider: Shows and adjusts the level of the MASCHINE audio output.
Quick Reference MASCHINE Software Overview 12.4.2 Browser 1 2 3 4 5 6 7 8 9 10 11 The Browser. (1) LIBRARY tab: Use the LIBRARY tab to access your computer's hard drives via MASCHINE's selectors and filters. (2) FILES tab: Use the FILES tab to access your computer’s hard drives.
Quick Reference MASCHINE Software Overview (3) File Type selector: This contains six icons representing the different file types of MASCHINE. From left to right the file types are: Projects, Groups, Sounds, Instruments, Effects, and Samples. Clicking one of them causes only the files of the selected type to be displayed. (4) Content selector: The Content selector allows you to select between Factory content and User content.
Quick Reference MASCHINE Software Overview The +PATTERNS button allows you select whether a Group is loaded with or without a saved Pattern. This button conveniently allows you to load new kits without a Pattern so you can try them with your existing pattern, or load kits with Patterns you have previously created. When the +PATTERNS button is selected the Sounds and Patterns of the selected Group will be loaded. When the +PATTERNS is deselected, only the Sounds of the selected Group will be loaded.
Quick Reference MASCHINE Software Overview The Ideas View 1 2 3 The Ideas view for creating and experimenting with musical ideas free from the Timeline. (1) Scenes: This area displays all the current Scenes in your project. After creating a Scene by clicking the + symbol, you can build the Scene by selecting a Pattern from each Group. By clicking each Scene name (Scene slot) you can switch between Scenes to see how your musical ideas work together.
Quick Reference MASCHINE Software Overview The Song view 1 2 3 4 The Song view for organizing your musical ideas into a song on the Timeline. (1) Groups: The Group slots can hold one Group each. Select the desired slot to load a Group into it and display the Group’s content (Sounds, Patterns…) in the Pattern Editor (see ↑12.4.5, Pattern Editor) and the Group’s Channel properties and Plug-in parameters in the Control area (see ↑12.4.4, Control Area).
Quick Reference MASCHINE Software Overview 12.4.4 Control Area 2 3 4 5 6 7 1 8 The Control area. (1) Plug-in icon: Click the Plug-in icon to access Plug-ins and their parameters. (2) Channel icon: Click the Channel icon to access Channel properties where you can display and adjust various properties for the selected Sound/Group or Master channel in the Parameter area. (3) MASTER tab: Click the MASTER tab to control sound at the main outputs of MASCHINE (including all Groups and Sounds).
Quick Reference MASCHINE Software Overview 12.4.5 3 Pattern Editor 4 5 6 7 8 9 10 2 1 11 12 14 13 The Pattern Editor. (1) Sample Editor button: Click this button to open/close the Sample Editor. (2) Keyboard view button: Click this button to display the Keyboard view. (3) Group view button: Click this button to display the Group view. (4) Audition button: Click this button to audition a Sound when it is selected from the Sound slots (6).
Quick Reference MASCHINE Software Overview (6) Sound slots: Sounds slots 1–16 of the selected Group are listed here. Click a Sound slot to bring it into focus and display its Plug-ins and Channel properties in the Control area (see ↑12.4.4, Control Area). In Keyboard view (2), click a Sound slot to display its events in the Step Grid (11). (7) Pattern slots: Each Group has an unlimited number of Patterns available. Each Pattern slot can hold one Pattern.
Troubleshooting Knowledge Base 13 Troubleshooting If you are experiencing problems related to your Native Instruments product that the supplied documentation does not cover, there are several ways of getting help. Before getting help please make sure you have downloaded the latest MASCHINE software from Native Access. 13.1 Knowledge Base The Online Knowledge Base gathers useful information about your Native Instruments product and can be of great help to solve possible issues you may encounter.
Troubleshooting Registration Support ▪ The brand and specifications of your computer When installing new software or software updates, a Readme file is included that contains late breaking news and new information that was not yet included in the documentation. Please open and read this Readme file before contacting Technical Support. 13.3 Registration Support If problems occur during the product activation procedure, please contact our Registration Support team: www.native-instruments.com/regsuppfrm.
Glossary 14 Glossary In this glossary you will find short definitions for numerous terms used in the MASCHINE context. If you have any doubts about the meaning of a word, this is the place to check! Arranger The Arranger is the big area located in the upper part of the MASCHINE window, right under the Header. It is has two views: Ideas view for creating Patterns and Scenes, and Song view for creating an arrangement.
Glossary Channel Properties Channel properties are sets of parameters available at each Project level (i.e. for each Sound, each Group, and for the Master) that are independent of the Plug-ins loaded in that Sound/ Group/Master. Like the Plug-in parameters, in the software the Channel properties are displayed in the Control area. For example, the volume, pan or swing controls are properties of their respective Sound/Group/Master channel.
Glossary Event Events are the individual drum hits or notes that make up a Pattern. In the Pattern Editor, events are visually represented by rectangles in the Step Grid. Depending on the current view in the Pattern Editor, you can see events for all Sounds slots (Group view) or for the select Sound slots only (Keyboard view). Groove Properties The Groove properties control the rhythmic relationship between events for the selected Group/ Sound or the Master level.
Glossary Header The Header is the topmost row of controls in the MASCHINE software window. It contains global settings, such as the Master Volume slider, the Transport controls, controls for global swing, tempo, time signature, etc. Keyboard View Keyboard view is the view of the Pattern Editor in which only events of the selected Sound are visible and editable. The Keyboard view provides a vertical on-screen keyboard that indicates the pitch of each event (one row per semi-tone).
Glossary Mute and Solo Muting allows you to bypass a Sound or a Group, whereas Soloing is pretty much the opposite: It mutes all other Sounds or Groups so that only the soloed Sound or Group is played. The combination of muting and soloing is a useful means both to play live and to test different sequences together.
Glossary Plug-in A Plug-in is an instrument or effect unit, either Internal or External (by Native Instruments or a third-party manufacturer), that can be loaded into a Plug-in slot to produce or alter sound. When a Plug-in is loaded into a Plug-in slot, the Plug-in appears in the Plug-in List in the left part of the Control area. Prehear The Prehear feature allows you to listen to Samples directly from the Browser without loading them into Sound slots first.
Glossary Scene A Scene is a combination of Patterns for each Group. They can be used to combine Patterns in order to create musical ideas. Scenes are created in the Ideas view and then added to Sections in the Song view to create an arrangement. Section A Section is a reference to a specific Scene on the Timeline of the Song view and is used to arrange the Scenes into a larger musical structure.
Glossary Sound Sounds are the building blocks of all sound content in MASCHINE. They are organized into Groups that can hold up to 16 Sounds each. Sounds can be played directly from the pads on your controller. A Sound can be loaded with Plug-ins of various types (sound source or effect, Internal or External, etc.). Step Steps are elementary time blocks. They are notably used to apply quantization or to compose Patterns from your controller in Step mode. All steps together make up the Step Grid.
Index Index Numerics A 4-D encoder [166] Active Speakers [23] adjusting the volume, swing, tempo and tune [61] in the Browser [36] [52] navigating and loading Plug-ins [58] Arranger definition [191] switching views [183] ARRANGER button [165] Arranger View button [183] Audio configuration [18] Audio Engine button [180] Audio inputs [21] Audio interface [18] Audio outputs [21] Audio plug-in [39] [81] Audio recording [26] Audio routing [19] Audio setup [18] Audition [52] AUTO button [165] Autoload defi
Index B C Basic audio configuration [18] CHANNEL button [164] Browser [33] [178] Channel icon [186] +PATTERNS button [182] +ROUTING button [182] Channel Properties definition [192] button [179] Channel Property selector [186] definition [191] CHORDS button [175] load a Drumsynth [54] Color load a Group [33] Groups [84] load a Plug-in [85] Sounds [63] load a Project [47] Color changing load a Sample [51] Scenes [131] load a Sound [50] Computer [17] load an effect [103] Connecting a
Index editing modulation [115] Control mode definition [192] pads [38] D Display area [180] Drumsynth [54] load [54] Control section [163] DUPLICATE button [173] Controller Duplication Control section [163] Pattern Length [70] Edit section [166] Group buttons [169] Group section [169] overview [161] Pad section [171] Performance section [167] rear panel [176] Transport section [169] Controller mode [151] Count-in [77] length [77] CPU meter [180] MASCHINE - Getting Started - 201
Index E F Edit section [166] Factory library Editing Patterns [78] Effects [102] adjusting parameters [108] presets [33] FILE button [45] [50] [165] File mode [45] load a recent Project [50] bypassing [110] File Type selector [182] definition [192] FILES tab [181] insert effect [193] FIXED VEL button [175] load [103] FOLLOW button [119] [124] [170] muting [110] Footswitch [30] send effect definition [197] FX [102] ERASE button [170] Event definition [193] editing with the Pattern Editor
Index G H Grid [122] Header [178] Groove properties Audio Engine button [180] Browser button [179] definition [193] CPU meter [180] Group changing the color [84] definition [194] definition [193] Display area [180] load a [33] MASCHINE menu [179] muting and soloing [41] Master Volume slider [180] soloing [41] NI logo [180] Transport controls [180] Group buttons [169] Group section [169] Headphones [25] GROUP tab [186] Help [189] Group view [187] I definition [193] Groups [185] Ide
Index K L KEYBOARD button [174] LIBRARY tab [181] Keyboard mode LINE IN 1 and 2 sockets [177] playing the pads [92] Line level device [28] recording [95] LINE OUT L and R sockets [176] Root Note [94] LINE OUT L/R sockets [24] shifting octave [94] LINE OUT VOLUME knob [24] [176] Keyboard view [187] definition [194] KOMPLETE 11 SELECT bundle [86] Live playing [147] Load a Drumsynth [54] a Group [33] a Plug-in [85] a Project [47] a Sample [51] a Sound [50] an effect [103] into a Plug-in List [
Index M MASCHINE menu [179] MACRO button [166] MASCHINE software Macro Control definition [194] Macro Controls [166] Main mixer in your studio setup [24] MASCHINE Setup [17] MASCHINE controller Virtual inputs [21] Virtual outputs [21] MASSIVE [86] browsing presets [86] Master definition [194] MASTER tab [186] audio [18] Master Volume slider [180] Audio inputs [21] Melodic Sounds Audio outputs [21] Connecting a line level device as input [28] Connecting a microphone [27] playing [85] Metron
Index Modulation definition [194] O Open delete on the controller [115] a Drumsynth [54] editing in the software [115] a Group [33] record on the controller [113] a Plug-in [85] recording [113] a Project [47] recording in Step mode [120] a Sample [51] Music software [21] a Sound [50] Mute an effect [103] definition [195] Other music software [21] Sound or Group [41] Overview MUTE button [172] hardware controller [161] N structure of a Project [156] NI logo [180] Note Repeat [43] [44
Index P editing [78] Pad Input Mode buttons [174] recording [39] Pad input modes [174] Keyboard mode [94] Step mode [119] PAD MODE button [174] Pad modes definition [195] Pad section [171] Pads [174] PATTERN button [173] Pattern Editor [179] definition [195] editing events [78] Pattern Length adjusting [75] doubling [70] Pattern slot [74] in Control mode [38] Pedal [30] in Keyboard mode [92] PEDAL socket [177] in Step mode [118] PERFORM button [168] velocity [38] Perform FX Page buttons [
Index focus [58] Q load a [85] Quantization [73] parameters [97] definition [196] PLUG-IN button [164] Query [ 0 ] Plug-in icon [186] Quick Edit buttons [167] Plug-in menu [59] Quick Reference [151] Plug-in slots load into [54] Power Supply socket [177] Power switch [177] Preferences Audio page [19] Prehear [52] definition [196] listening to samples [51] Pre-listen [52] Product selector [182] Project definition [196] load a [47] load a recent [50] load from the controller [49] overview and s
Index R S REAKTOR PRISM [86] Sample Rear panel [176] definition [196] REC button [170] load a [51] Recording a Pattern [39] Sample Editor definition [196] in Keyboard mode [95] SAMPLING button [165] modulation [113] Saving [44] Recording audio Setup [26] Recording modulation Step mode [120] SCARBEE MARK 1 [86] Scene definition [197] jumping to another [147] Recording Settings mode [77] playing longer loops [144] Repeating notes Retrigger [147] Note Repeat [44] selecting (hardware) [12
Index Send effect definition [197] Sequencer definition [197] Setting up MASCHINE [17] load a [50] muting and soloing [41] soloing [41] Sound slot number [42] SETTINGS button [77] [165] SOUND tab [186] Setup [17] Soundcard [18] Setup Examples [23] Speakers [23] SHIFT button [171] Step Smart Strip [168] definition [198] SOLID BUS COMP [86] STEP button [118] [175] Solo Step Grid [122] [188] definition [195] Sound or Group [41] SOLO button [173] Song view definition [198] Step mode [117]
Index T V Tag Filter [182] VARIATION button [173] TAP button [170] Velocity pads [38] Tempo quickly adjusting from the controller [62] Virtual inputs [21] TEMPO button [62] [167] Virtual outputs [21] Text search [182] Volume [180] Touch Strip [168] Transport controls [180] Transport section [169] Troubleshooting [189] Tune quickly adjusting from the controller (Sound/Group) [62] quickly adjusting from the controller (Master/Group/Sound) [61] Volume adjusting Sound, Group, and overall [60] VO