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GEM
Graphically Enhanced Manuals by Edgar Rothermich

Logic Pro X
What's New in 10.5
A different type of manual - the visual approach

Graphically Enhanced Release Notes

Print version 2020-0524


Logic Pro X - What's New in 10.5 (2020-0524) 1 of 234

About the Author


Born in Germany, Edgar Rothermich studied music and sound engineering at the
prestigious Tonmeister program at the Berlin Institute of Technology (TU) and the
University of Arts (UdK) in Berlin where he graduated in 1989 with a Master's
Degree. He worked as a composer and music producer in Berlin, and moved to
Los Angeles in 1991 where he continued his work on numerous projects in the
music and film industry ("The Celestine Prophecy", "Outer Limits", "Babylon 5",
"What the Bleep Do We Know", "Fuel", "Big Money Rustlas").

For over 20 years, Edgar has had a successful musical partnership with electronic music pioneer
and founding Tangerine Dream member Christopher Franke. In addition to his collaboration with
Christopher, Edgar has been working with other artists, as well as on his own projects.

In 2010 he started to release his solo records in the "Why Not …" series with different styles and
genres. The current releases are "Why Not Solo Piano", "Why Not Electronica", "Why Not
Electronica Again", and "Why Not 90s Electronica". This previously unreleased album was
produced in 1991/1992 by Christopher Franke. All albums are available on Amazon and iTunes,
including the 2012 release, the re-recording of the Blade Runner Soundtrack.

In addition to composing music, Edgar Rothermich writes technical manuals with a unique style,
focusing on rich graphics and diagrams to explain concepts and functionality of software
applications under his popular GEM series (Graphically Enhanced Manuals). His best-selling titles
are available as printed books on Amazon, as Multi-Touch eBooks on the iBooks Store, and as pdf
downloads from his website.
Edgar Rothermich is Adjunct Professor at Loyola Marymount University's Recording Arts
Department and at the Fullerton College Fine Arts Department (teaching Electronic Music,
Synthesis, Audio Production, Pro Tools, and Logic Pro X).

www.DingDingMusic.com GEM@DingDingMusic.com

Special Thanks
Special thanks to my beautiful wife, Li, for her love, support, and understanding during those long hours of
working on the books.

The manual is based on Logic Pro X v10.5


Manual: Print Version 2020-0524
ISBN: 9781661755409

Copyright © 2020 Edgar Rothermich
All rights reserved

Disclaimer: While every precaution has been taken in the writing of this manual, the author has no liability to any person or entity in respect to any damage or loss
alleged to be caused by the instructions in this manual. Amazon and CreateSpace are not affiliated and in no way endorse this book.

Logic Pro X - What's New in 10.5 (2020-0524) 2 of 234

About the GEM (Graphically Enhanced Manuals)

UNDERSTAND, not just LEARN


What are Graphically Enhanced Manuals? They're a new type of manual with a visual approach
that helps you UNDERSTAND a program, not just LEARN it. No need to read through 500 pages
of dry text explanations. Rich graphics and diagrams help you to get that "aha" effect and make it
easy to comprehend difficult concepts. The Graphically Enhanced Manuals help you master a
program much faster with a much deeper understanding of concepts, features, and workflows in
a very intuitive way that is easy to understand.

Upcoming

Releases

All titles are available in three different formats:

........... pdf downloads from my website www.DingDingMusic.com/Manuals

............. multi-touch iBooks on Apple’s iBooks Store


.... printed books on Amazon.com
(some manuals are also available in Deutsch, Español, 简体中文)

For a list of all the available titles and bundles: www.DingDingMusic.com/Manuals


To be notified about new releases and updates, subscribe to subscribe@DingDingMusic.com

About the Formatting


I use a specific color code in my books:
• I indicate Keyboard Shortcuts with these individual green buttons and use the following
abbreviations: sh (shift key), ctr (control key), opt (option key), cmd (command key).
• I indicate click actions with these blue buttons , , , that can be combined with
modifier keys, for example, .
• Brown colored text indicates Menu Commands with a greater sign (➤) indicating submenus. 

Edit ➤ Source Media ➤ All means "Click on the Edit Menu, scroll down to Source Media, and select the
submenu All.
• Dimmed Blue text indicates an important term
• Condensed text indicates a command or a label.
• Blue arrows indicate what happens if you click or right-click on an item or popup menu 

Logic Pro X - What's New in 10.5 (2020-0524) TOC 3 of 234

Table of Contents
1 - Introduction 8

About This Book------------------------------------------------------------------------------------8

The GEM Advantage -----------------------------------------------------------------------------9


Better Learning --------------------------------------------------------------------10
Better Value -------------------------------------------------------------------------10
Self-published ---------------------------------------------------------------------11
LogicProGEM -----------------------------------------------------------------------11
Music Tech Explained - the visual approach -----------------------------11
2 - Overview 12

Highlights-------------------------------------------------------------------------------------------12
Minimum Requirement ------------------------------------------------------------------------13

Housekeeping ------------------------------------------------------------------------------------14
Sound Library ----------------------------------------------------------------------14
Bug Fixes ----------------------------------------------------------------------------15
Improvements----------------------------------------------------------------------15
3 - Big New Features 16

Live Loops ------------------------------------------------------------------------------------------17


Introduction -------------------------------------------------------------------------17
Cells -----------------------------------------------------------------------------------23
Scenes --------------------------------------------------------------------------------31
Transport Controls ----------------------------------------------------------------34
Play Conditions --------------------------------------------------------------------40
Recording ---------------------------------------------------------------------------48
Edit Cells -----------------------------------------------------------------------------51
Others --------------------------------------------------------------------------------57

Step Sequencer-----------------------------------------------------------------------------------59
Overview-----------------------------------------------------------------------------60
First "Steps" -------------------------------------------------------------------------63
Pattern Configuration ------------------------------------------------------------65
Row Configuration----------------------------------------------------------------69
Step Configuration ---------------------------------------------------------------73
Pattern Regions --------------------------------------------------------------------77
Wait, there is more ... ------------------------------------------------------------81

Quick Sampler ------------------------------------------------------------------------------------86


Overview-----------------------------------------------------------------------------86
Sample Controls Area -----------------------------------------------------------88
File Management -----------------------------------------------------------------97
Synth Controls Area ------------------------------------------------------------100
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Extended Area -------------------------------------------------------------------104

Sampler (EXS2020) --------------------------------------------------------------------------105


Introduction -----------------------------------------------------------------------105
Synth --------------------------------------------------------------------------------109
Modulators ------------------------------------------------------------------------113
Modulation Matrix --------------------------------------------------------------115
Sample Mapping ----------------------------------------------------------------119
Loading Samples (Audio Files) ---------------------------------------------130
File Management ---------------------------------------------------------------135
Preferences ------------------------------------------------------------------------139

Drum Synth --------------------------------------------------------------------------------------141


Description ------------------------------------------------------------------------141
User Interface---------------------------------------------------------------------142
Attribute Controls ---------------------------------------------------------------144
Creating a Drum Set -----------------------------------------------------------146

Drum Machine Designer --------------------------------------------------------------------148


New Engine "Quick Sampler" -----------------------------------------------149
Cosmetic Changes -------------------------------------------------------------150
DMD Window --------------------------------------------------------------------151
The New Architecture----------------------------------------------------------154
Drum Grid Area ------------------------------------------------------------------156
Edit Samples ----------------------------------------------------------------------159
One more thing ... --------------------------------------------------------------159
Drum Machine Designer + Drum Synth ---------------------------------160

Remix FX ------------------------------------------------------------------------------------------161
User Interface---------------------------------------------------------------------161
Seven Effects ---------------------------------------------------------------------162
4 more Effects --------------------------------------------------------------------164

Auto Sampler ------------------------------------------------------------------------------------165


Concept ----------------------------------------------------------------------------166
Setup --------------------------------------------------------------------------------168
Sampler Instrument ------------------------------------------------------------171
Advanced --------------------------------------------------------------------------172

Capture Recording ----------------------------------------------------------------------------175


Capture As Recording in Stop Mode -------------------------------------175
Disable "Capture As Recording" in Stop Mode -----------------------177
"Capture As Recording" Multiple Cycle Runs as one Long Region177
"Capture As Recording" With Overlapping Regions ----------------177
4 - Main Window 178

Control Bar ---------------------------------------------------------------------------------------178


New Quick Help Menu --------------------------------------------------------178
Capture As Recording Options ---------------------------------------------179
Reposition of Autopunch Buttons in Control Bar ---------------------179
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Global Tracks ------------------------------------------------------------------------------------180


Automatic Marker Colors -----------------------------------------------------180
Vertical Guide when dragging Marker Start----------------------------181
Vertical Guide for Region Adjustments ----------------------------------181
Junction Tool Disabled on SMPTE-Locked Markers -----------------181
Single Time/Key Signature Change ---------------------------------------181
Maximum Time Signature Numerator 96 -------------------------------181

Tracks-----------------------------------------------------------------------------------------------182
64 Channel Strip Groups -----------------------------------------------------182
New Drag Region/File Import Window ----------------------------------183
New Color-adaptive Track Icons -------------------------------------------184
New "Assign Track Icon..." Menu Command ---------------------------185
New Default Track Colors ----------------------------------------------------185
New Command "Select Frozen Tracks" ----------------------------------185
Opt+click on Group to select Group Members -----------------------186
Select Tracks on Region/Marquee Selection ---------------------------186
Shift-click Trick for Marquee Selection -----------------------------------186

Workspace ---------------------------------------------------------------------------------------187
KC Create Empty New Region ----------------------------------------------187
Drag Region(s) below the last Track Lane -------------------------------187
New Menu Command "Bounce and Join" ------------------------------187
Region Content Move: Slip and Rotate ----------------------------------188
New Commands "Edit Length" ---------------------------------------------189
Show/Hide Keyswitches Window ------------------------------------------189
New "Convert to New Sampler Track" options ------------------------190
Remove individual Fade In / Out / Crossfade -------------------------190

Automation --------------------------------------------------------------------------------------191
Record Automation with MIDI Regions ----------------------------------191
Show Automation without Interpolation --------------------------------192
5 - Other Windows 193

Loop Browser------------------------------------------------------------------------------------193
Cosmetic Changes -------------------------------------------------------------193
New "Pattern Loop" ------------------------------------------------------------194
Auto Leveling ---------------------------------------------------------------------195
Apple Loops now use the new Flex-based Transient Analysis ---195
Export multiple files to Apple Loop Library at once -----------------195
Export Region/Cell to Loop Library... -------------------------------------195
New and Renamed "Packs ---------------------------------------------------196
Two New Genre Keywords: "Techno" and "Electronic Pop"------196

Project Audio ------------------------------------------------------------------------------------197


Enter BPM Value in Project Audio -----------------------------------------197
6 - Editors 198

Piano Roll Editor -------------------------------------------------------------------------------198


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Display Chord Symbols of Selected Notes -----------------------------198

Step Editor ---------------------------------------------------------------------------------------198


Step Editor removed from the Editor Pane -----------------------------198

Step Sequencer ---------------------------------------------------------------------------------198

Score Editor --------------------------------------------------------------------------------------198


7 - Mixer & Plugins 199

Mixer -----------------------------------------------------------------------------------------------199
Remove Sends and Effects Commands ---------------------------------199
New Pan Laws --------------------------------------------------------------------199
New Flashing "Destination Channel Strip" -----------------------------200
Smart Controls for Aux Channel Strips -----------------------------------200
Bigger Click Zone on Stereo Pan Knob ----------------------------------202
Freeze Cursor over Frozen Plugins ----------------------------------------202
Channel Strip Configuration Command in Contextual Menu ----202
Forced Line Break on Channel Strip Name -----------------------------202
Re-route Subtracks when Moved Outside a Summing Stack -----202

Plugins ---------------------------------------------------------------------------------------------203
New Plugins -----------------------------------------------------------------------203
Plugins open at the center of the screen when opening ----------204
"Activate Channel" is renamed to "Activate Plug-ins" --------------204
KC for Last Clicked Parameter works for Plugins ---------------------204

Channel EQ / Linear Phase EQ ------------------------------------------------------------205


New Frequency Scale ----------------------------------------------------------205
New Vertical EQ Scale ---------------------------------------------------------206
Finer Frequency Settings Resolution -------------------------------------206
Smaller Unit Fonts---------------------------------------------------------------207
Filter Changes --------------------------------------------------------------------207
Analyzer Range Setting -------------------------------------------------------207
HQ Button (Oversampling) --------------------------------------------------207
Analyzer Button Contextual Menu-----------------------------------------207
Gain-Q Couple Menu ----------------------------------------------------------208
Channel EQ Compatibility ---------------------------------------------------208
Vintage EQ Collection Submenu ------------------------------------------208

Other Plugins ------------------------------------------------------------------------------------209


Compressor: Internal EQ Side Chain -------------------------------------209
Space Designer: Minor Changes ------------------------------------------209
Ultrabeat: High Resolution ---------------------------------------------------210
Retro Synth: Label Renamed ------------------------------------------------210
Alchemy: Minor Changes ----------------------------------------------------211
Limiter: 0.1dB Gain Resolution ---------------------------------------------212
Space Designer: Reset Output EQ ----------------------------------------213
Vintage B3: Vibrato/Chorus Mode ----------------------------------------213
Initialize Instrument Plugin ---------------------------------------------------213
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8 - Miscellaneous 214

Project Chooser---------------------------------------------------------------------------------214
New Project: Live Loops ------------------------------------------------------214
Tempo Slider replaced with Tempo Scrubber -------------------------214
Download Button for Templates Assets ---------------------------------214
Project Chooser Starter Grids -----------------------------------------------215
Project Chooser: Demo Project - Billie Eilish ---------------------------215
Project Chooser with Tutorials ----------------------------------------------216

New Transient Detection --------------------------------------------------------------------217

Import / Export ---------------------------------------------------------------------------------219


Export Regions as Drag&Drop ---------------------------------------------219
Save As options ------------------------------------------------------------------219

Control Surface ---------------------------------------------------------------------------------220


New Controller Assignment Parameter "Tempo" --------------------220
New Controller Assignment Parameter "Live Tempo Scenes" ---220
9 - Preferences - Project Settings - Menus 221

Preferences ---------------------------------------------------------------------------------------221

Project Settings ---------------------------------------------------------------------------------223

Main Menus --------------------------------------------------------------------------------------224


10 - Key Command Changes 227

Changes -------------------------------------------------------------------------------------------227
New Key Command Set -------------------------------------------------------227
New Key Command Categories--------------------------------------------227

New - Renamed - Moved --------------------------------------------------------------------228


New Commands in Existing Categories ---------------------------------228
Removed Key Commands ---------------------------------------------------229
New Commands for New Categories ------------------------------------230
Renamed Key Commands ---------------------------------------------------232
Changed Location --------------------------------------------------------------233
Conclusion 234
Logic Pro X - What's New in 10.5 (2020-0524) 1 - Introduction 8 of 234

1 - Introduction

About This Book

Logic Pro X v10.5 is a massive update with some really new big features.

Official Release Notes


For a comprehensive list of all the new stuff, you can access the official Release Notes directly from inside
Logic by selecting the Main Menu Help ➤ Release Notes, which opens your web browser, displaying the list on
Apple's website.
https://support.apple.com/en-us/HT203718

Why this Book?


So why did I write this book when all the new features and improvements are listed in the official Release
Notes?

Graphically Enhanced
The official Release Notes only provide a short one-line, text-only description of the new features and
changes. In this book, I provide an in-depth explanation with lots of graphics, screenshots, diagrams, and
sometimes additional detailed information on the topic to better understand the changes. You will
immediately have a "clear picture" of the changes and additions and can start using them right away.

Hidden Features
The official Release Notes often forget to list a few features, so whatever additional changes I stumbled
over, found online, or what other users discovered on the various Logic forums, I will also include here.

My other Logic Books

If you are new to my style of writing Graphically Enhanced Manuals and enjoy this book, don't forget to check
out my other Logic books and my Graphically Enhanced Logic blog on my website http://LogicProGEM.com.


Logic Pro X - What's New in 10.5 (2020-0524) 1 - Introduction 9 of 234

The GEM Advantage

If you’ve never read any of my other books and you aren’t familiar with my Graphically Enhanced Manuals
(GEM) series, let me explain my approach. As I mentioned at the beginning, my motto is:

"UNDERSTAND, not just LEARN"

Other manuals (original User Guides or third party books) often provide just a quick
way to: "press here and then click there, then that will happen ... now click over there,
GEM and something else will happen". This will go on for the next couple hundred pages,
and all you’ll do is memorize lots of steps without understanding the reason for doing
them in the first place. Even more problematic is that you are stuck when you try to
perform a procedure and the promised outcome doesn't happen. You will have no
understanding why it didn't happen and, most importantly, what to do to make it
happen.
Don't get me wrong, I’ll also explain all the necessary procedures, but beyond that, the understanding of the
underlying concept so you’ll know the reason why you have to click here or there. Teaching you "why"
develops a much deeper understanding of the application that later enables you, based on your knowledge,
to react to "unexpected" situations. In the end, you will master the application.
And how do I provide that understanding? The key element is the visual approach, presenting easy to
understand diagrams that describe an underlying concept better than five pages of text-only descriptions.
I mark important terms in this manual with a gray font. Try to memorize those terms or descriptions because
that is the language you are using to communicate with other fellow Logic users or when asking questions or
engaging in discussions on various Logic forums.
Logic Pro X - What's New in 10.5 (2020-0524) 1 - Introduction 10 of 234

Here is a summary of the advantages of my Graphically Enhanced Manuals that set them apart from other
books:

Better Learning
?
Graphics, Graphics, Graphics
Every feature and concept is explained with rich graphics and illustrations that are not found in any other
book or User Guide, let alone YouTube videos. These are not just a few screenshots with arrows in it. I take
the time to create unique diagrams to illustrate the concepts and workflows.

Knowledge and Understanding


The purpose of my manuals is to provide the reader with the knowledge and understanding of an app
that is much more valuable than just listing and explaining a set of features.

Comprehensive
For any given feature, I list every available command so you can decide which one to use in your workflow.
Some of the information is not even found in the app's User Guide.

For Beginners and Advanced Users


The graphical approach makes my manuals easy to understand for beginners, but still, the wealth of
information and details provide plenty of material, even for the most advanced user.

Better Value
$
Three formats
No other manual is available in all three formats: PDF (from my website), interactive multi-touch iBooks (on
Apple's iBooks Store), and printed book (on Amazon).

Interactive iBooks
No other manual is available in the enhanced iBooks format. I include an extensive glossary, also with
additional graphics. Every term throughout the content of the iBook is linked to the glossary term that lets
you pop up a little window with the explanations without leaving the page you are currently reading. Every
term lists all the entries in the book where it is used and links to other related terms.
Logic Pro X - What's New in 10.5 (2020-0524) 1 - Introduction 11 of 234

Self-published

As a self-published author, I can release my books without any restrictions imposed by a publisher. Rich, full-
color graphics and interactive books are usually too expensive to produce for such a limited audience.
However, I have read mountains of manuals throughout the 35 years of my professional career as a musician,
composer, sound engineer, and teacher, and I am developing these Graphically Enhanced Manuals (GEM)
based on that experience, the way I think a manual should be written. This is, as you can imagine, very time
consuming and requires a lot of dedication.

However, not having a big publisher also means not having a big advertising budget and the connections to
get my books into the available channels of libraries, bookstores, and schools. Instead, as a self-published
author, I rely on reviews, blogs, referrals, and word of mouth to continue this series.
If you like my "Graphically Enhanced Manuals", you can help me promote these books by referring them to
others and maybe taking a minute to write a review on Amazon or the iBooks Store.
Thanks, I appreciate it:

http://amzn.to/1sP8jvl http://bit.ly/1oJ7ftQ

Disclaimer: As a non-native English speaker, I try my best to write my manuals with proper grammar and
spelling. However, not having a major publisher also means that I don't have a big staff of editors and
proofreaders at my disposal. So, if something slips through and it really bothers you, email me at
<GrammarPolice@DingDingMusic.com>, and I will fix it in the next update. Thanks!

LogicProGEM

Please check out my Logic site "LogicProGEM.com". The link


"Blog" contains all the free Logic Articles that I have published
on the web and continue to publish. These are in-depth tutorials
that use the same concept of rich graphics to cover specific
topics related to Logic Pro X.

Music Tech Explained - the visual approach

As additional educational material, I provide free instructional videos on my YouTube channel 



"Music Tech Explained - the visual approach".
These are high-quality videos in 4K about topics for Logic Pro X, Pro Tools, and general audio production
workflow tips.

Don't forget to subscribe.



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2 - Overview

Highlights

Here is the list of highlights of the new Logic Pro X v10.5 features, displayed on the following window when
you first open the app.
The link Complete feature list > opens the Apple support website with the list of all the changes and
improvements

This page is only displayed the first time when you launch the new
update of the Logic app, but there is a command in the Main Menu 

Help ➤ What's New in Logic Pro that lets you open that window again.

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Minimum Requirement

The minimum requirement for Logic version 10.5 is macOS "Mojave" 10.14.6 or later.
4GB of RAM
OpenCL-capable graphics card or Intel HD Graphics 3000 or later
256MB of VRAM
Logic Pro X requires 6GB of disk space for a minimum installation or up to 63GB of disk space for the
full Sound Library installation
To use Logic Remote, you need an iPhone 6s, iPad Pro, iPad (5th generation), iPad Air 2, iPad mini 4,
or later with iOS 11 or later.

Any operating system before that, like "High Sierra", "Sierra","or El Capitan", is not compatible with this
version of Logic Pro X 10.5.

Do your homework regarding the compatibility of any app, plugin, and hardware you are using on your
machine before making any OSX / macOS upgrade decision.

10.13

10.14

10.15

Logic Pro X v10.5


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Housekeeping

Sound Library

The Logic Pro v10.5 update adds new sounds to the Sound Library. So check the
following Sound Library window to make sure that you have ➊
downloaded all the sounds and they are up-to-date. Sound Library Manager
Go to the Main Menu Logic Pro X ➤ Sound Library ➤
Open Sound Library Manager... ➊. The command
opens the Sound Library Manager Window, and in
the Status column, you will see the label "Incomplete" ➋
for sound categories that have been updated, or
there is no label ➌ for any new sound category that ➋
has been added. You can select individual sounds
( the disclosure triangle), or the Select All
Uninstalled button in the lower-left corner to
automatically select everything that needs to be
installed.
Make sure to check the indication ➍ at the bottom
that tells you how much space you need on your
drive for the download and installation. The Essential
Update that Logic installs as part of the installation is
about 3.6GB. The size of the complete Sound Library
is now around 70GB !!!

Attention: The update is a two-step process. First, ➌


Logic downloads an installer file that is hidden on
your drive, and then (after authorization), it installs the
sounds from that installer file, which will be deleted
after the successful installation. That means you need
some extra "headroom" on your boot drive. ➍
Since v10.4.2 Logic finally allows you to save the
Sound Library on an external drive.

Progress Bar Control Bar (LCD)

During the download/installation pay attention to the LCD in the


Logic Control Bar. ➎
A blue line ➎ functions as a progress bar that moves
from left to right, indicating the ongoing process.
➏ ➐
on the progress bar, and a popover ➏ appears with
the information: what is downloaded, how much, and
how long it takes until completion.
The two buttons on the popover to the right ➐ let you
either cancel or pause the process.
If you pause a process, an orange bar ➑ appears below ➑
the LCD to indicate that. ➒
The Pause button has changed to an orange Resume
button ➒ that, you guessed it, lets you resume the
process when you click on it.

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Bug Fixes

Every Logic user has their own "favorite" bug (depending on their workflow), waiting to be
fixed. Here are a few ones on the list:

Pencil Tool now creates alternate Pedal Markers in the Score Editor every time you click
Audio Files that are imported with Sample Rate Conversion are no longer transposed.
Logic no longer quits unexpectedly:
• When creating a MIDI track from a Flex Pitched region, if there are no notes within the region.
• When loading an Alchemy preset in which the loop end point has been set later than the end of the
sample.
• When analyzing audio for Flex editing
• When the On button in the additive tab of the A source in Alchemy is clicked in certain presets.
• When an AUv3 plug-in that supports side-chaining is present, but has no side-chain connection yet
defined.
• When performing tempo analysis on an Apple Lossless file at 192 kHz sample rate.

The Logic Pro X v10.5 update comes with lots of bug fixes (read through the full Release Notes), but if your
"favorite" bug is still not fixed, keep on reporting it to the official feedback page at 

http://www.apple.com/feedback/logic-pro.html

Improvements

Besides the bug fixes, Logic updates usually include improvements regarding speed
and responsiveness. Here are few important ones from the list:

The response of the Mixer and Event List user interface is now much faster
when working in bigger Projects with lots of Channel Strips.
More Content: Over2,500 new loops, 17 Live Loops Starter Grids, 70+ new Drum
Machine Designer kits, 1,500+ new Patches
Import Electronic Drummer tracks from other projects.
Name labels can now be displayed on notes in the Piano Roll editor.
The Modulator plug-in now offers a new control for the waveform phase value in the extended
parameters.
There is a new command "Hide all but selected tracks."
It is now possible to input the tempo of audio files in the Project Audio window.
Impulse Response Utility now supports Dark Mode.
Dragging a region below the last track in the Track List now creates a new track with duplicate
settings.
There are now Key Commands to create MIDI, Drummer and Audio regions.
There is a new menu item "Reactivate Upbeat Event Playback" to allow MIDI notes that are ¼ note or
less before the start of a region to play, in cases where the left edge of the region has been edited.
There is now a key command to bypass all plug-ins on selected channel strips.
Option-clicking the disclosure triangle of a Take folder now sets all Take folders on the same track to
the same state.
Quick Help for the Tools menu now shows key commands.

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3 - Big New Features

Logic Pro X v10.5 might be one of the biggest updates regarding the number of new features. In this first
chapter, I introduce all those "biggies", and then in the following chapters, I explain all the other new
additions and changes in the individual categories.

Live Loops Step Sequencer


Logic just put Ableton Live on Logic didn't just add a Step Sequencer
notice, with the same functionality to its arsenal, it created a beautiful and
and incredible attention to functional interface and took the
graphic details. concept of Step Sequencing to another
level. Ever tried to use a Step Sequencer
for Automation ... now you can, and your
Sampler (EXS24 v2020) creativity is taken to another level too.
Yes, it finally happened. The
EXS24 Sampler has been
updated and now only called
"Sampler". A brand new
interface, simple and easy to
use, with everything accessible
in one very flexible Plugin Remix FX
Window.
Can you create live electronic music and
DJ-effects in Logic. Yes you can, with the
Drum Synth new Remix FX Plugin.
A single-sample Drum
Synthesizer, simple and
easy to use. But wait, does
a drum machine has more
than one sound? Yes, find
out how you can do that. Quick Sampler
A Sampler that can only
Auto Sampler sample a single sample?
Auto Sampler, a little jewel that existed What for? Start exploring
already for quite some time and once you enter the
(Redmatica, anybody?) Until now, only new and improved Drum
available in Mainstage, but now Machine Designer, then
available as a free Plugin in Logic. you understand its
power.

Drum Machine Designer


The Drum Machine Designer is not
a new feature but it has been
revamped under the hood with
some new functionality that makes it
almost a new feature too.

Capture MIDI Recording


Jam on your MIDI keyboard while Logic is in Stop Mode, and with the press of a button, your performance
shows up as a MIDI Region. If you like, with another command Logic will even extract the Tempo of your
performance and applies it to the Project Tempo Track.
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Live Loops

Introduction

Live Loops is not just a new feature in Logic Pro X 10.5; it is an additional concept on how to work in your
Logic Project. If you are familiar with Ableton Live, then you have the basic idea behind that, and if used Live
Loops in GarageBand iOS, then you are already familiar with the basic workflow and implementation.
However, make sure to read through this chapter because Logic extends that concept quite a bit, and there is
a lot of new functionality you have to learn to avoid confusion and frustration with this new and extremely
powerful new feature - Live Loops.

Live Loops

Here is a quick summary of this new feature:

Live Loops is, as its name implies, a tool to The new Remix FX Plugin complements the
"perform" your music live. Live Loops workflow with realtime DJ-style
Instead of creating fixed arrangements with effects.
the Regions in your Project, you can trigger The Cells and Scenes can be also be
those Regions (Cells) and groups of triggered via Logic Remote on iOS devices
Regions (Scenes) during playback to or third-party control surfaces.
improvise your arrangement live. Logic Pro X 10.5 comes with so-called
You can use Live Loops as a live Starter Grids containing instruments and
performance tool on stage but also use it to pre-recorded Cells to get the fun started
improvise arrangements that you can and explore the powerful Live Loops.
record into your Project. There are lots of Key Commands for Live
All the Regions are playing looped or un- Loops in
looped, in sync with each other based on their own
the beat and Project Tempo. category.

Each Track in your Project now has two
areas, the standard Track Lanes and the
new Cells on a Grid, and you can choose to
work in one area or in both in a hybrid
workflow.

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Concept
To better understand Live Loops and how it operates, I want to quickly review the underlying concept of the
standard Logic Project and how Live Loops fit into that.

Standard Logic Project


In Logic's Tracks Area, you create Tracks ➊.
➍ ➏
The Tracks extend to their Track Lanes ➋. Timeline
All Track Lanes (the area is called Workspace ➌) ➊
are locked to another horizontal lane, the
Track Track Lane
Timeline ➍ (Ruler) on top that defines the time ➋
Regions Regions
reference on the horizontal Track Lanes.
By placing Regions ➎ on a Track Lane, you Track Track Lane
define a time reference for those Regions (time- Regions
stamped).
During playback, the Playhead ➏ moves along Track Track Lane
the Track Lanes and plays back the data on the Regions Regions
Region when it passes over them. ➎
The data of the Regions (Audio, MIDI, Workspace ➌
Drummer, Pattern) on a Track Lane is sent
(routed) to its corresponding Track ➊ (Channel
Strip), so you can hear it.

Live Loops
The Live Loops Grid ➐ functions as an alternate
Workspace where you also can place Regions
➑ to be played back through the Track ➒.
➒ ➓
Track Cell Regions Cell Regions
Instead of a continuous time-referenced lane,

these "alternate Track Lanes" (called Rows) are
made of individual Cells ➓ positioned next to Track Cell Regions Regions Regions
each other.
Those Cells have no time reference (!) to the
timeline of your Project and only function as Track Regions Cell Regions Regions
containers to hold a Region (or even multiple
Regions).
Live Loops Grid ➐
You drag a Region onto a Cell, and when you
play back that Cell, you play the Region
contained int that Cell.
A Region on a Cell can play back looped (until you stop it) or un-looped.
All the Regions that are placed on Cells of a specific Row are playing back to that assigned Track ➒
(Channel Strip) similar to a Track Lane assigned to a Track.
Only one Cell on a Row can play back at a time.
You can play back any combination of Cells on the Grid to improvise and create your musical
performance.
There are different commands and procedures to play back Cells, but the important thing is that
whenever a Cell is playing, that Project is playing too, providing the master clock (Tempo) for the
Cells.
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Track Priority
Each Row of Cells and the Track Lanes next to it sending their data to the same corresponding Track

Although you can view both the Workspace ➋ and the Live Loops Grid ➌ in your Project at the same
time, for each of those Tracks in your Project you have to choose via a switch ➍ if you want to play
back the Regions ➎ that are placed on the Track Lanes in the Workspace or the Regions ➏ that are
inside Cells on the Live Loops Grid.
This provides the most flexibility to choose your workflow:
• You can set the Track Priority to the Track Lanes View and work with Logic as before.
• You can set the Track Priority to the Grid View and only work with Cells, so Logic functions more
like Ableton for a live performance.
• You can choose to use the Workspace View on some Tracks and the Grid on other Tracks to
create a hybrid live performance environment or creative new creative tools in the studio.



Timeline

Track
Cell Regions Cell Regions Track Lane
➓ Regions Regions
Track
Cell Regions Regions Regions Track Lane

➏ Regions ➎
Track
Regions Cell Regions Regions Track Lane
Regions Regions

Live Loops Grid ➌
Workspace ➋

Playback
The Transport Controls (especially start/stop) might be really confusing at first because there are some
underlying rules/concepts you have to understand and follow.

Using the Transport Control Play ➐ will start playback on the Workspace ➑, but will not start any
Region on the Cells unless a Cell is put into a special "yes I want to play back whenever you play your
Project" mode. This is called Queue Mode ➒.
The Grid has its own Start/Stop commands. Actually, you can start/stop each individual Cell ➓ or a
column of Cells called Scenes.
Here is the important part: Starting playback on the Grid ➓ will also
start the main Transport Control Play ➐ (and, therefore, the
Workspace), but stopping playback on the Grid will not stop the
playback on the Workspace. You have to use the Transport Control Stop.
That is something you have to adapt to your muscle memory.
There are a lot of details, special commands, and configurations you have to
learn regarding the playback controls because this is one of the key
elements in your performance.

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Interface
Here are the basic interface elements of the new Logic Project:

View Buttons
The most important new elements are the two View Buttons ➊ next to the Local Menus to show the Grid View
➋, the Workspace View ➌ or both. The button is blue if that view is visible. on a blue button to hide that
view:
Only the Track Lanes View is visible (the original Workspace)
Only the Grid View is visible ( )
Both are visible, Grid View on the left and Track Lanes View on the right ( )

Keep in mind that this toggles only the view. Any active content on either side will still play regardless of
whether the view is visible or hidden. Key command to toggle between the two views.

Grid View Button Track Lanes View Button

Quantize Start Indicator Horizontal Zoom Button

Record Performance Button Quantize Start Value Track Priority Button


Track Lanes
Divider Column

Rows



Cells

Scene Trigger Scene Name


Grid Stop Button
Live Loops Grid Workspace

Divider Column
The second most important new element is the Divider Column ➍.
The Divider Column is always visible, either between the two views or on the left or right of the view if
you show only a single view.
You the Divider Column left/right to adjust the size of the two views.
The Divider Column shows many indicators along the column (mainly for Live Loops operation) that
change depending on various conditions. Make yourself familiar with those indicators to interpret the
various conditions, actions, and status.
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New Project

Project Chooser (cmd+N) ➊


Empty Project

When you open the Project Chooser ➊ ( )
to start with a new Logic Project, you will now
see two icons on the New Project page ➋. The
usual Empty Project ➌ and the new Live Loops ➍. ➌ ➍
Please note that these are not two different
types of Projects. There is still only one Logic
Project type with the .logicx file extension. Think
of these two as empty Templates.

When you the Live Loops icon, Logic opens an empty Project that is prepared so you
can start working with Live Loops.
One Audio Track and MIDI Track is created ➎
Only the Grid View is visible ➏
The Loop Browser ➐ is open

➏ ➐

Import Live Loops Grid ➑


If you have already worked on a Project with Live Loops, you can
use the menu command File ➤ Import ➤ Live Loops Grid... ➑ that
opens an Import Dialog. There you navigate to a Logic Project that
contains Live Loops, and when you select that Project File, its Live
Loop Grid with all the Tracks and Cells (and their Regions) will be
added to your Project below the last Track of your current Project.
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Starter Grids
Another quick way to start exploring Live Loops are Starter Grids.
The Project Chooser has a new item in the Sidebar called Start Grids ➊. This is a folder that, when selected,
shows a collection of twelve professionally recorded and produced Logic Projects ➋ that use Live Loops.

Project Chooser (cmd+N)

Although you can start playing with


those Projects right away to discover
this amazing new Logic feature,
however, I would recommend to read
through this chapter to learn and
understand how Live Loops work.
Even if you are familiar with Ableton
Live or the Live Loops implementation
in GarageBand iOS, there are still some
special implementation that you have to
wrap your head around.

Tip:
Check out "Rising Higher" which is a nice
toolbox of various useful effects.

Empty Project or Existing Projects


Of course, you can load the standard Empty Project from the Project Chooser or load any of your existing Logic
Projects and add Live Loops to it. As I mentioned at the beginning, Live Loops is not a different type of a
Logic Project, just an additional functionality to play Regions in your Project.

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Cells

Empty Cells
Let's start with an empty Logic Project. I created three Tracks, Audio Track ➊, MIDI Track ➋ and a Drummer
Track ➌.
Logic creates s row of eight empty Cells on each Track ➍.
More Cell positions to the right are dimmed ➎.
At the bottom of each cell position (column) are the Scene Triggers ➏ and the Scene Names ➐
with the default name 1... 8 that you can rename.

Cell Inspector
Whenever you select a Cell (with or without a Region), pay attention to the Cell Inspector ➑ (on the left as part
of the Main Inspector) that shows the parameters on how the Region is played back on that Cell.

➊ ➍ ➎

➋ ➍

➌ ➍


Add Regions to the Cell


There are many ways on how to add a Region to a Cell. Always make sure that the Region Type matches the
Track Type that Cell is assigned to (Audio, MIDI, Drummer, Pattern). An existing Region in a Cell will be
replaced when you drag a new Region onto it.

a Region or a File from the Loop Browser, Track Lane, or the Finder.
Copy/paste Regions from the Track Lane to a Cell
Use the menu command Edit ➤ Copy Region Selection to Live Loops ➒
on an empty Cell to open its contextual menu ➓ with various
commands to create, add, or record a Region.
Audio Track MIDI Track Drummer Track



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Track Priority
Before continuing and adding Regions onto the Cell, there is one major concept to understand when using
Live Loops, and that is the Track Priority.
You can place Regions on the Track Lane or on the Grid, but the corresponding Track (represented by the
Track Header and Channel Strip) can only play Regions from the Grid or from the Track Lane. That means for
each Track you have to set the Track Priority, or in other words, "who has priority and can send its Region data
to the Track, the Track Lane or the Grid?".

Track Priority Button


There are two types of Track Priority Buttons:
Global Track Priority ➊: the double-arrow ➊ on top of the Divider Column to toggle the Track
Priority on all Tracks between Grid and Track Lanes indicated by the filled-in arrow (available as
unassigned Key Command Toggle Activation of All Tracks). If none of the arrows is filled , then that
means that you have a mixed Priority in your Project. Some Tracks are receiving the data from the Grid
and some from the Track Lane.
Individual Track Priority ➋: To toggle the Priority of individual Tracks, the double-arrow on
the Divider Column along that Track. Move the mouse over that area if the arrow is not displayed.
• Attention: If a Cell is in Queue Mode, then that Track automatically switches the Track Priority to
that Grid Row and the arrows in that row can't be displayed and can't be switched.

Here are three configurations of the Track Priority Buttons:

• ➌ The Track Priority on all ➊


Tracks is set to Grid. All
Regions on the Workspace
are disabled (dark, no ➋
color).

• ➍ The Track Priority on all
Tracks is set to Workspace.
All Regions on the
Workspace are enabled.
Unfortunately, the inactive
Cells on the Grid are not
grayed-out.
• ➎ The Track Priority on the ➍
first and second Track is
set to Grid and the third
Track is set to Workspace.

Be careful, the Show/Hide Grid Button and Show/Hide Track Lanes Button does not turn the Region
off when hidden. Whether the Regions are playing or not is only determined by the Track Priority Buttons for
each Track, so Regions on the Track Lane could be playing even if the Track Lanes are currently hidden.

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The Visual Cells

When you an Apple Loop, Region, or File onto an empty Cell, you will see that
typical green plus sign ➊ added to the mouse cursor, and the Cell turns color
showing the name of the Region you are dragging over. Release the mouse, and
that Region is added to that Cell.

Once a Region is added to a Cell you will see the amazing job the Logic team did
regarding the graphics. Although the Region will be displayed on the small square
or rectangular space of a Cell (depending on your zoom setting), you can see a representation of the actual
data (Audio Waveform, MIDI Events, Drummer Pattern, Step Sequencer Pattern) in that Region. Zooming in
and out updates the visuals continuously without a problem.

Loop or Un-looped
Contextual Menu
Similar to the Region on the Track Lanes, each Region on a Cell also has a Loop
parameter that you can enable (play back looped) or disable (play back once).
Logic will automatically set that status accordingly based on the content, but you
can toggle the status manually in different ways
Select the Cell and use the Key Command
on the Cell and select from the Contextual Menu ➤ Playback ➤
Loop ➋ ➋
Select the Cell and toggle the checkbox Loop in the Cell Inspector

Visualization
The screenshots show a few Regions twice, Looped (top) and Un-looped (bottom). You can see the clever way
how Logic shows that. If a Cell is looped ➌, then
the data is displayed in a circular way where 360°
represents the length of the Cell. The un-looped
Cell ➍ is displayed in a linear fashion from left to
right.
Please note that the space of the Cell is always ➌
the same (for a specific zoom level) regardless of Looped
how long the Cell is (1bar, 8bars, etc.). That means ➏

the display is highly dynamic.
Un-Looped

MIDI Regions ➎: The un-looped Cell looks ➍


like the familiar Piano Roll, but when displayed
in a circular way, it creates an interesting
pattern that you can train to read.
Pattern Regions ➏: Logic Pro X 10.5
introduces Pattern Regions (which I explain
later in this manual). Once you are familiar with
this concept, you will realize how amazing the
graphic rendering of these Regions is.
Audio Regions ➐: Waveforms are the easiest

Looped
to read and understand in a circular way.
➐ ➑
Drummer Regions ➑: Yes, Drummer Regions
can also be displayed in a circular way, Un-Looped
because the graphics are a visual ➍
representation of the result based on the
Drummer Pattern.

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Cell Appearance
There are a lot of other visual feedbacks that tell you the status of a Cell by its appearance.
Here are a few:
Inactive Grid ➊: As a default, Logic shows a grid with
eight columns. The other Cells beyond column 8 are
dark and inactive. Once you a Region onto a Cell, ➎ ➋
then that column becomes active.

Unassigned Cell ➋: A gray Cell has no content. You can
add content with the various commands or record on it.
Selected Unassigned Cell ➌: on an unassigned ➏
Cell to select it. It will have a white frame around it.
to select multiple unassigned Cells. ➌
Selected Cell ➍: on a Cell to select it. It will have its
Header highlighted. to select multiple Cells.
Empty Cell ➎: On MIDI Tracks, you can create an Empty
Cell, which is like a Region without MIDI Events. This Cell
has only a colored Cell Header, but the inside is gray.
Cell with Content: Once a Cell is "filled" and has content

(Audio, MIDI, Pattern), you will see the visual representation

of the data on the Cell.
Record Enabled Cell ➏: When you move the mouse cursor over a MIDI or
Audio Cell that has its Track Record-Enabled , then you will see the red
Record Button on the Cell to start recording directly into that Cell.
Add Drummer Cell: ➐ Moving the mouse cursor over an unassigned Cell of a
Drummer Track will show the yellow plus button (similar to the Track Lanes) ➑
to create a new Drummer Region in the Cell.

Rename Cell
on a Cell Header to quickly rename the Cell ➑. As with Regions on
the Track Lane, you can also just select the Cell and rename it in the Cell
Inspector. Remember, you can use emojis ➒ to use your own visual ➒
reference for your Cells.

Cell Color
Use the Color Palette ( ) to assign a color to individual Cells

Contextual Menu

on a Cell to open its contextual menu ➓ with lots of commands regarding
the Cell. Please note that the available commands depend on the type of Cell
(Audio, MIDI, Pattern, Drummer) and the current status of the Cell.

Edit Cell
on the Cell Header to open the Cell Editor in the Editors Pane of Logic's
Main Window. This is where you can take Live Loops to a whole new level by further
editing the content of a Cell. For example, add additional Regions, change Start, Loop Start and Loop End,
use Flex Editing, edit Transients, add Automation, add Fades, and more.

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Cells in Action
Once you start playing back your Cells ➊, your Christmas Tree is
lighting up. All these graphics on the Cells kick into action with
animated Position Indicators:

Position Indicator: A highlighted area on each Cell shows you


where along the individual Cell Timeline, the Cell is currently
playing back.
Speed: Because all Cells show the same "visual length" but can
be of different "real length" (duration), starting at the same

position, the speed, how fast the indicator is moving can be
different. For a short Cell (i.e., 1bar), the Position Indicator
moves fast, and for a long Cell (i.e.16bars), the Position Indicator
moves much slower. ➌
Circular: The content of Looped Cells is displayed as a circle

and, therefore, the Position Indicator also moves circular
clockwise like a sonar ➋. The indicator will move counter- ➋
clockwise if the Cell is set to play back reverse.
Linear: The content of Un-looped Cells is displayed linear from
left to right and, therefore, the Position Indicator also moves
linear ➌ from left to right or right to left if the Cell is set to play
back in reverse.
Divider Column: During playback, the Divider Column ➍ also
shows a miniature version ➎ of the animated Position Indicator
of each Cell playing on the corresponding row.

Stop Playing
➊ ➍
Divider Column

Cell Arrangement
The basic commands for arranging Cells on the Grid are similar to those when arranging Regions on the
Track Lanes.

Select Cells Cell Contextual Menu

Here are the commands to select Cells:

on the Cell Header to select/deselect a single Cell. ➏


To select multiple Cells, on the Cell Header to select/deselect
that Cell in that group.
from an unassigned Cell across multiple Cells to select those
Cells (lasso around).
There are additional commands to select Cells based on various
conditions. They are available from the Edit Menu or on a
Cell and choose from the Contextual Menu ➤ Select ➤ ➏.
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Standard Operations
Here are some of the standard operations:
Cut / Copy / Paste: Standard procedures with , , and also available in the various
Edit Menus.
Move / Copy: a Cell to move or a Cell to copy to a new Cell. The content of the target
Cell will be replaced. You can also move/copy a group of selected Cells.
Swap: You can swap the Grid position of two Cells with the following procedure: the first cell over
the second Cell, and before you release the mouse, hold down the key, and the green double-
arrow ➊ appears on the mouse cursor. Now let go of the mouse button, and the two Cells have
swapped their Grid position.
Repeat: Select the Cell(s) and press or on a Cell and
choose from the Contextual Menu ➤ Edit ➤ Repeat to copy it to the Grid
position on the right. ➊
Mute: Select the Cell(s) and press , on a Cell and choose
from the Contextual Menu ➤ Playback ➤ Mute, or toggle the Mute
checkbox in the Cell Inspector.
Delete: Select the Cell(s) and press the key.

Copy Cell to Track Lanes


The same way you can copy
Regions from the Workspace to ➋
Cells on the Grid, you can copy
Cells over to the Track Lanes. Have
both views visible Grid View and
Workspace View and the Cell
to any Track Lane of the same Track
Type (Audio, MIDI, Drummer).

If you pay attention when dragging
the Cell over, you can see the "true
identity" of a Cell, it is a folder that
contains Regions. The ghost Region
that appears while dragging has a little folder icon ➋ to indicate that. It disappears once you release the
mouse, and the Region has been copied. The Region doesn't have the name of the copied Cell, but the name
of the Region that was inside the Cell (that One-Track Folder) ➌.

Additional Edit Operations


Here are some additional edit operations. I show more advanced operations later in the Edit Cells section.
Ignore Project Tempo: To play the Region in a Cell at its recorded Tempo and ignore the Project
Tempo, select the Cell(s) and set the Flex & Follow parameter in the Cell Inspector to off ➍.
Change the Cell Playback Speed: This parameter is only visible (possible) when Flex and Follow is
turned off.
In the Cell Inspector click on the Speed parameter and Cell Inspector
chose from the values ⅛x to 8x.
on a Cell and choose from the Contextual Menu ➤
Playback ➤ Speed ➤.

Playback Reverse: This parameter is only visible (possible) when
Flex and Follow is turned off.
In the Cell Inspector on the checkbox Reverse.
on a Cell and choose from the Contextual Menu ➤
Playback ➤ Reverse.
Key Command .

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Playing Cells
I will explain all the details about the various procedures and conditions regarding the playback in the section
"Transport Controls". Here is just the quick guide in three steps to introduce the main commands:

Cell Start/Stop Button


Stop: The Cell displays its data ➊ in Stop Mode.
Stop - Cell Play Button: When you move the mouse cursor over the Cell (while still in Stop Mode),
the Cell Play Button ➋ appears.
Playing - Progress Indicator: When you the Cell Play Button, the Project start to play (the
Playhead will move) and the
Cell starts to play (depending
on many conditions and
settings). The animation of a Stop Playing
shaded area ➌ on the Cell, the
mouse over
Position Indicator, indicates its mouse over
position on that Cell Timeline.
Playing - Cell Stop Button:
The Cell Stop Button ➍
appears on the Cell when you ➋ ➍

move the mouse cursor over Cell Stop Button
Cell Play Button
the Cell while it is playing.

that button to stop the Cell
(depending on many
conditions and settings).
Stop Playing

Project Start Button


While in Stop Mode, you can also start the Cell with the Project Start Button ➎ (key command )
from the Transport Control. However, for this, you have to set the Cell into Queue Mode ➏.
on the Cell to open the contextual menu and choose Queue Cell Playback
Key Command

Once the Cell is playing, you can again Stop Playing


move the mouse cursor over the Cell mouse over
mouse over
and stop it with the Cell Stop Button ➐
that appears. The Cell is not queued
anymore.


Cell Stop Button
Cell Play Button


Queued

➏ Project Play Button

Stop Playing
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Pause Mode
There is a special Pause Mode:

When you use the Project Stop Button ➊ (key command ) while a Cell is playing, you also
stop the Cell, but it is now in Pause Mode.
For a split second, you will see a Pause Button ➋ flashing on the Cell before it stops.
During Pause Mode, the Cell freezes the Position Indicator ➌ to show where along the Cell you
paused the playback.
The Cell is also flashing, increasing and decreasing the brightness slightly while in Pause Mode.
When you move the mouse cursor over the Cell, a new button appears, the Cell Pause/Play Button ➍.
When you the Cell Pause/Play Button, the Cell continues to play back from its current "paused"
position (depending on the Quantize Start setting).
Instead of clicking the Cell Pause/Play Button, you can also use the Project Play Button ➎ (key
command ) to continue playback on that Cell (and all other Queued Cells), because a
"paused" Cell is technically a Queued Cell.
When the Cell is in Pause Mode, and you want to stop it (reset it), you have to the Divider Column
Stop Button ➏ which appears when you move the mouse over the Divider Column next to the row
the Cell is placed on.

Stop Playing
mouse over
mouse over Pause
Divider Column
Stop Button
flashing mouse over

Cell Stop Button ➌


Cell Play Button

➍ ➏
Cell Pause/Play
➋ Button

Queued ➎
Project Play Button Pause
Project Stop Button


Stop Playing

Please note that the diagram only shows the start/stop action and the status of a Cell depending on what
button you press. However, this is only half the story. There are a few settings that you have to keep an eye on
because you have to determine the following things:

From where does the Cell start along its Cell Timeline?
When does it start once the Playhead is moving?
How is the Cell synced to the Project Timeline?

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Scenes

Concept
The concept of Scenes is very simple.

You have a group of Cells that you want to play together (Drums, Bass, Synth1, Synth2).
You make sure to place these Cells on different Tracks (different rows) ➊ because you can only play
one Clip at a time per Track.
All those Cells have to be on the same Grid Position, the same column ➋.
Each group of Cells in a column is considered a Scene ➌.
You create more Scenes ➍ by placing other Cells (that you want to play together) on the same Grid
Positions of another column.

Scene Name Divider Column

Scene Trigger

➊ Grid Stop
Row

Row
➏ ➐
Row

Column

Column

Column

Column

Row

Row Contextual Menu

Row ➑

Row

➌ ➍ ➍ ➍ ➎
Scenes

Scene Interface
The user interface for Scenes is pretty simple:

Grid Columns = Scenes: Each column in your Grid is considered a Scene regardless if the Cells
contain content or not ➎.
Scene Name: At the bottom of the column is the Scene Name ➏. The default names are just numbers
1 ... 8, but you can on it to rename it. on the Scene Name to select that Scene.
Scene Trigger: Above the Scene Name is the Scene Trigger ➐ that functions as a Start/Stop
command for that Scene, playing all the Cells in that column.
Contextual Menu: on the Scene Name or Scene Trigger to open a contextual menu ➑ with all
the commands and settings regarding the Scene.
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Play Scenes
The Transport Controls for the Scenes are similar to the Cell controls that I cover in more details in the next
section:

Start Scene
on the Scene Trigger to start/stop playing that Scene, depending on the Play Mode and the
Quantize Start setting.

Stop Scene
When a Scene is playing, you the Scene Trigger again to stop the playback of the Scene. Attention,
all other Cells that are currently playing but are not part of the Scene will also stop. Remember, if you stop the
Scene, the Playhead keeps on moving, and you have to stop it separately.

Play Select Scene


If you select a Scene first, you can use the key command ➊ to start the playback of that Scene
(depending on the Play Mode and the Quantize Start setting). Please note that this only works if the Live
Loops Grid has key focus (blue frame around it). If the Workspace has key focus, then the same key command
resets the Playhead to the Project Start. This needs some getting used to it (or reassign the key command).

Queued Play ➋ ➌
The Scenes have their own "Queue Scene"
command that lets you toggle between Queue
Scene ➋ and Dequeue Scene ➌:
on the Scene Trigger and select
from the Contextual Menu ➤ Queue/Dequeue Scene
on the Scene Name to select it and use the Key Command

Divider Column
Grid Stop
on the Grid Stop Button ➍ at the bottom of the Divider
Column to dequeue the entire Grid, including any queued
Scene. You can also use the Key Command Stop All Cells
.

Mixed Play Grid Stop

Once a Scene is playing, you can start other Cells "X". This will
only stop the Cell of that Scene that is on the same row as Cell "X".

Play next Scene


If the Cells of a Scene are playing or any combination of Cells and you trigger another Scene, then all Cells
are stopped, and only the Cells of that Scene will continue to play. Please note that even if a Scene doesn't
have an Empty Cell or unassigned Cell, it will still stop any Cell on that same row.

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Commands
Scene Contextual Menu
The Scenes have only a limited amount of commands that are all located in the
contextual menu when you on the Scene Name. The command can
affect the currently clicked-on Scene or all currently selected Scenes.

Select
on a Scene Name to select that Scene.
on Scene Name will select all the Cells of that Scene.

Copy Playing Cells Here


Imagine you play a Scene and then select a different Cell. The Scene is still playing. If you like that
combination, you can consolidate that into the current Scene. That means all playing Cells that are not part of
the Scene are copied into that Scene. Any existing Cell on that same Row that of the Scene will be
overwritten.

Duplicate a Scene
This command will insert a new column next to each selected Scene and copies the Cell of the selected
Scene over.

Insert Empty Scene


This command will insert a new column next to each selected Scene with all their Cells unassigned on the
new column(s).

Rename Scene
You can on a Scene Name to enter a new name. Using this command will also rename the currently
selected Scene Name, but when you have multiple Scenes selected and enter a Name ending with a number,
then Logic will enter that name with sequential numbers.

Delete Scene
You can use this command to delete all selected Scenes or just press the key.

Copy Scene to Track Lanes


These two commands take the content of the Cell and copy them over as Regions to the corresponding Track
Lanes.
The Copy command will delete any Region on the Track Lane that are "in the way".
The Insert command will split and insert the length of time at the Playhead position, moving Regions
on all Track Lanes to the right by the length of the copied Cells.
The length of the copied/inserted Regions is as long as the longest un-looped Cell. All other Cells are
looped to extend to that length.

Change Scene Trigger Behavior


Each Scene can be configured individually on how its Start/Stop (the Scene Trigger) behaves. These
commands will determine the behavior of those Scene Triggers.

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Transport Controls

Two Different Concepts

Workspace
To start and stop the playback of your Project is pretty simple when working in the Workspace (Regions ➊ on
the Track Lane). You place the Playhead ➋ at the position along the Project Timeline ➌ where you want to
play back your song, and you use the Project Play command to start the playback. If you want to stop the
playback, you use the Project Stop command and the playback stops.

Attention
The most important aspect, however, when
working in the Workspace, is that all Regions have a ➌
time reference (time-stamped). When you play
back your song, you know exactly at what time ➋
along your Project Timeline a Region starts and
when it stops. ➊

Project Timeline Reference

Live Loops
To start and stop the Cells in the Live Loops Grid ➍ is a totally different story, and it can be quite confusing to
figure out what is playing and stopping and under what conditions.
Here are a few things you have to be aware of before you start clicking around:
You can start and stop Cells with the Transport controls on the Cells ➎, on the Scenes , or
using the Project Transport Controls . The behavior, however, is often different.
If you want to use the Project Play command, Cells won't start to play until you set them to a special
mode called "Queue" ("Ready to Play").
Cells won't start to play right away when you use the play command because they have to be aligned
to play in sync; a parameter called Quantize Start needs to be set.
There are a lot of visual hints to indicate all the different status. A lot of stuff to learn, understand, and
interpret correctly.

Attention
The most important aspect with Live Loops is that they don't follow
the Project Timeline reference. The Playhead along the Timeline
doesn't trigger the start and stop of a Cell once it reaches a ➍
specific time (i.e., start at bar 10). Instead, you the performer
determines when to start and stop a Cell. Every time you play your
song, you perform it live based on your click and trigger actions,
that's why they called "Live Loops".
Please be aware that every time Cells are playing, the Project's
Playhead is also moving.


NO Project Timeline Reference
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2-in-1 Project
Instead of using two types of Logic Projects, one that works as usual with the Regions on Track Lanes ➊ and
another one with Regions on a Grid (Live Loops) ➋, Logic integrated both concepts into the Logic Project.
You can choose:
Workspace: You can completely ignore the Live Loops and continue to work in the Workspace like
before, putting Regions on Track Lanes that are referenced to the Project Timeline ➌.
Grid: You can ignore the Workspace and only use the Live Loops in your Project, using it mainly as a
tool for electronic music and DJ-style live performances.
Workspace + Grid: You can work with both elements in the same Project to take advantage of both
workflows in the studio or in live situations.

➍ ➏

➋ ➐

➑ ➒

New Transport Controls


Regardless of what workflow you choose, you have to understand the concept of how the Transport Controls
work regarding these new Live Loops.

Project Transport Controls



Nothing has changed with the Transport Controls ➍ in the Logic Project. They
work as usual by moving the Playhead ➎ along the Timeline, and the Playhead
Position is displayed in the LCD Counter ➏ of the Control Bar.
Two procedures have been added:
Using the Play and Stop commands of the Project Transport will also start and stop the Cells.
However, how exactly depends on a long list of conditions and new procedures you have to learn.
Every time you use the new Transport Controls (that are available on the Grid ➐ ➑ ➒ to
start/stop Cells), they will also start/stop the Playhead. However, the Playhead Position and also the
Cycle Mode doesn't have any meaning for the Live Loops operation and is only relevant when using
Grid and Workspace together.

Cell Transport Controls


The Grid View has its own Transport Controls (Play/Stop ➐ ➑ ➒ and even
Record ). However, it is not as simple as the Project Transport Controls. The controls
are all over the place and change their appearance depending on many conditions.
This is where a lot of confusion and potential frustration can happen if you fail to learn
the new "rules and regulations".

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How to Play Live Loops


There are five areas with Transport Controls:

Project Transport Controls: The standard Row Stop - Divider Column: The Divider
Play and Stop controls on the Project Column, the vertical strip between the Grid
Transport Controls ➊ can start the playback View and the Workspace View, has multi-
of Cells but only if they are Queued (more functionality depending on the current
on that important function in a moment). operation. Whenever a Cell is playing, the
The Playhead ➋ and the Counter ➌ move Row of that Cell (the corresponding Track)
accordingly. The Stop command will stop displays the Row Stop Button ➎ on that
the playback of any Cells immediately. section of the Divider Column when you
Cells: Each Cell functions as its own Play/ move the mouse over it.
Stop button when you on it ➍. Its Scene Trigger: A Scene Trigger ➏ starts
multiple appearances indicate what the the playback of all Cells in that column.
function will be. Please remember, starting Grid Stop - Divider Column: The bottom
the playback of a Cell will automatically of the Divider Column displays the Grid
start the playback of your Project Stop Button ➐ that stops the playback of
wherever the Playhead is currently parked all Cells on the Grid. It can change to show
at. However, when you stop a Cell (or the the Pause Button or Resume Button
last Cell playing), the Project will still when holding down the key with some
continue to play, and you have to use the operations.

Stop command or of the Project
Transport Controls to stop it.



Project Transport Controls


Divider Column

➏ ➐
Scene Trigger

Grid
GridStop
StopButton
Button

Play a Cell

So, playing back a Cell is as simple as moving the mouse cursor over it (a Play Button appears ) and
on it. However, there are many conditions that determine if and when exactly the Cell starts to play.
Here are some parameters that determine the outcome:
Play Mode
Play From
Quantize Start
Quantize to Loop Start
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Transport Controls Details


Here are four diagrams to illustrate the relationship between the Project Transport Controls and the Cell
Transport Controls.
Attention: If you play an Apple Loop in the Loop Browser, then that Loop plays in Preview Mode, which
means it plays independently from the Project Timeline (the Ruler on top of the Workspace). The Playhead is
not moving!
Don't confuse that with playing Loops in the Live Loops Grid. Whenever you play a Cell, the loop inside that
Cell is playing with the Project Timeline. That means, whenever a Cell is playing, the Playhead and the
Counter is moving. However, the Cell doesn't care about the Playhead Position (the time reference) and only
uses it as a Master Clock reference (Tempo).

Press Project Play


Whenever you use the Project Play command ➊, two
➊ ➋
things will happen:
The Project plays and, therefore, the
Playhead and LCD Counter is moving ➋. Queued
Any Cell or a Scene that is set to Queued ➌ ➌
("Ready to Play") will start to play depending
on the Quantize Start setting. Press Transport PLAY

Press Project Stop


Whenever you use the Project Stop command ➍, two ➍ ➎
things will happen:
The Project stops and, therefore, the
Playhead and LCD Counter ➎ stop moving. ➏
All playing Cells ➏ will stop immediately
regardless of their Quantize Start setting.
Press Transport STOP

Press Cell/Scene Play


Whenever you use the Cell or Scene Play command ➑
➐, two things will happen:
The Project plays and, therefore, the Playhead
and LCD Counter is moving ➑.
The Cell or the Scene is playing, but maybe ➐
with a delay depending on the Quantize Start
Press Cell/Scene PLAY
setting.

Press Cell/Grid Stop


Whenever you use the Cell Stop or Grid Stop ➒
command, only one thing will happen: ➓
No Transport Stop Sent !!!
The Cells or the Scene stops, but maybe with
a delay depending on the Quantize Start
setting.

• Attention: The Project will not stop ➓ and,
Press Cell/Scene STOP
therefore, the Playhead and the Counter
continue to move, unless they reached the
Project End Marker.

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Master Clock & Align


Here is the main concept on how the Live Loops are integrated into the Logic Project so they can play
together in sync.

Master Clock
When you play only a single Cell, then you can start and stop it at any time because it doesn't have any
reference to any other Cell. However, when you want to start with one Cell and after two bars want to add a
second Cell to play along with, then you have to use a Master Clock to synchronize both Cells, so they play in
the same Tempo and don't drift apart over time.
That is one of the main requirements for Live Loops. You need a Master Clock, so all the Cells that are playing
in your Grid are synchronized to and follow that Tempo. If the Cells are Apple Loops or flexed audio files that
adapt their Tempo to an external tempo (Master Clock), then all the Cells will play with the same Tempo in
sync.

Master Clock = Global Tempo Track


Here is how the Master Clock is established in Logic Pro X:
Tempo Track: When you open the Global Tempo Track ➊ in your Project, you will see that that Tempo
Track ➋ only exists above the Workspace. The Tempo Track above the Grid View is empty ➌. It doesn't
have its own Tempo Track and, instead, the playback of the Cells on the Grid is controlled ➍ by the
Global Tempo Track.
Project Playback - Master Clock: The Project Tempo ➎ functions as ➎
the Master Clock for the playback of Cells on the Grid. That is the
reason why the Playhead is moving (your Project is playing) when you
play the Cells. ➏
Follow Tempo: If the Cell contains an Apple Loop, then the Cell Inspector
shows the parameter Follow Tempo ➏ which is enabled by default the same
way when you move an Apple Loop to the Track Lane in the Workspace.
The Project Tempo ➎ determines the Tempo on how to play back that Loop.
Flex & Follow: If the Audio File inside a Cell is not an Apple Loop, then
the parameter in the Cell Inspector is Flex & Follow ➐. Same concept, if it is

on, then the audio file will be flexed and will adapt to the Project Tempo ➎.
Tempo Curve: If you want to play your Live Loops at a steady tempo, then
you set the Project Tempo in the Control Bar accordingly and don't have to worry where along the
Project Timeline your Cells start. However, if you want your Cells play back with a changing tempo,
then you have a hybrid situation, where the Playhead Position along the Project Timeline ➑ is
important. You need to position the Playhead before starting the Cells in order to "reach" the
corresponding Tempo changes.


➊ ➌ ➍
Tempo Track

Grid Workspace
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Align
In addition to providing a Master Clock, there is a second requirement for the Live Loops and that is how to
align the Cell Timeline to the Project Timeline.

Cell Timeline > Project Timeline

Imagine you trigger the first Cell to play its loop, and after two bars, you want to trigger the second Cell so
both play together. Thanks to the Master Clock, they play in sync to the same tempo, but if you don't click the
second Cell exactly on the downbeat, it might start a 1/4 note or 1/8 note earlier or later. They would still play
in sync with the same tempo, but they are not aligned to the same downbeat or beat.

Align = Quantize Start


Live Loops has a Parameter called Quantize Start ➊ that takes care of that alignment problem.
When you start playing your first Cell, Logic will automatically start playing the Project (Playhead is moving) to
generate the Master Clock, as we have seen on the previous page. If the Playhead is positioned at the Project
Start Marker or any downbeat along the Project Timeline, then the Cell would start on a downbeat. Perfect.
However, if the Playhead is not parked at a downbeat and you start the Cell, then the downbeat of the Cell
Timeline is not aligned to the downbeat of the Project Timeline. Not perfect.

Invisible Quantize Grid: The Quantize Start parameter 4 bars

lets you choose ➋ a quantize grid that is laid over ➌ the ➐


Project Timeline, and when you play ➍ a Cell, it will only
start ➎ when the Playhead reaches the next gridline ➏. ➊
Relative Timeline Position: Although the Live Loops
don't have any reference to the Project Timeline (doesn't matter if you start

at bar 5 or bar 50), with the Quantize Start Grid, they provide kind of a relative
reference, the distance between the grid lines.
Quantize Start Indicator: The circular progress indicator ➐ in the Grid
Header next to the Quantize Start Selector provides a visual reference. One
360° represents the duration of the Quantize Start setting (1 Bar, 2 Bar, 1/2
Note, etc.), the distance between the grid lines.
Timeline Alignment: With this Quantize Start parameter, Logic aligns the Cell
Timeline of all the Cells on your Grid to the Project Timeline.
Quantize Stop: Although the parameter is called Quantize Start, it also applies to when the Cell stops.
That means after you stop a Cell, it might continue to play until it reaches the next grid line.


Start to Play

Cell Timeline

Press Start

Project Timeline

Quantize Start: 1 Bar


1 Bar 1 Bar 1 Bar 1 Bar 1 Bar 1 Bar 1 Bar 1 Bar

Quantize Start: 2 Bars 2 Bars 2 Bars 2 Bars 2 Bars


Quantize Start: 4 Bars 4 Bars 4 Bars



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Play Conditions

Play Conditions
Here is a diagram that illustrates the various configurations that you have to be aware of in order to know
what will actually happen when you start and stop the Cells on your Grid.

Cell Play Scene Trigger Project Play > Choose which Play Button
to use for starting the Cell(s)

Play Mode Play Mode


> Set the
Mouse Click
behavior
Click Behavior

> Queue - Set Cell


Queue "Ready to Play" to be
triggered by the
"Ready to Play" Project Play
command

> Define from


where to start
along the 

Cell Timeline Play From
Always plays from
 Always plays from

Define
 Start 
 Start or Pause

Play Start Position
 of Cell Timline of Cell Timline
Cell Timeline
on Cell Timeline

Quantize Start Quantize Start Quantize Start > Align the Cell
Timeline to the
Align Cell Timeline to Project Timeline
Project
Timeline

Project Timeline
Global

Quantize to Loop Start


> Overrule the Quantize Start
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On the next few pages, I show the configuration options for the six Parameters:

#1 - Quantize Start
When you start the playback of a Cell, it might not start right away, and when you stop a Cell, it might not
stop right away. The actual start and stop position is determined by the value of the Quantize Start
parameter. Quantize Start ensures that your Cells start at musically meaningful points in time (beats or bars),
so they are in sync with other Cells and with the Project's Playhead Position.
A few things to be aware of:

If the Playhead Position is at a downbeat, then the Cell starts right away when using the 

Project Play , Cell Play , or Scene Trigger .
If the Playhead Position is not at a downbeat, then the Cell is playing when the Playhead reaches a
bar or beat that matches the grid value set for the Quantize Start.
If the Playhead reaches the Project End Marker, then the Project
stops, but the Cells keep on playing. ➊

The circular Quantize Start Indicator ➊ in the Grid Header next
to the Quantize Start Selector provides a visual reference. One
360° represents the duration of the Quantize Start setting (1 Bar,
2 Bar, 1/2 Note, etc.), the distance between the grid lines.
The Quantize Start value is ignored when you stop the Cell with the 

Project Stop command.

Quantize Start Applied to:


The Quantize Start parameter can be set separately for the entire Grid, individual Scenes,
or individual Cells:
Entire Grid: on the Quantize Start Selector ➋ on the Grid Header and choose
a value from the popup menu that then will be displayed on the selector.
Scenes: on the Scene Trigger and choose from the Contextual Menu ➤
Quantize Start ➤.
Cells: on the Cell and choose from the Contextual Menu ➤ Playback ➤
Quantize Start ➤ or set it in the Cell Inspector ➌.

Menu Options Cell Inspector

These are the options in the Quantize Start popup menu:


Global: This option is only available on Cells and Scenes, which sets
their value to the one that is selected for the entire Grid in the main
Quantize Start Selector ➋. ➌
Off: The Cell starts immediately whenever you use a Play command
(Project Play, Cell Start, Scene Trigger). That means the Cell Timeline
is not aligned to the Project Timeline. This is useful to trigger FX any
time regardless of any bars or beats restrictions.
Cell End: The Cell starts when another Cell that is playing on the same Row
ends.
Musical Values: Choose any of the 13 musical values from 1/16 Note to 8 Bars.
Smart Pickup: The Smart Pickup option is a status that you can toggle on/off. It
prevents Cells from playing too late when you click the cells after the intended
bar or beat. Smart Pickup skips ahead and starts the cells at the correct position
in the loop. In most cases, it is better to start cells slightly ahead of the next
Quantize Start position to avoid missing the correct start position and having the
cell start at the next bar. In other words, turning on Smart Pickup makes sure that Cells start
immediately at the correct position, even when they are triggered slightly late. 

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#2 -Quantize to Loop Start


This parameter is a weird one, its naming, its placements, and the confusing implementation.
Basically, it is a parameter that controls the functionality of another parameter, the Quantize Start. So maybe it
should be part of the Quantize Start parameter to begin with.

Available for: Cell Inspector

The parameter is only available for Cells:

Cells: on the Cell and choose from the Contextual Menu ➤


Playback ➤ Quantize to Loop Start ➤ ➊ or set it in the Cell Inspector ➋

Menu Options
Cell Contextual Menu
You have three options:
Off: When you the Cell Start Button to start the
Playhead, then the Cell will start playing based on the
Quantize Start setting.
On: When you the Cell Start Button , the
Playhead and the Cell will start playing immediately but
aligned to the Project Timeline (if Quantize Start is set
other than Off). The Stop position is still determined by
the Quantize Start setting.
On, Preserve Start: When you the Cell Start Button ➊
, the Playhead starts immediately, and the Cell will
start on the next downbeat aligned to the Project
Timeline (if Quantize Start is set other than Off). The Stop
position is still determined by the Quantization Start setting.

#3 - Play Mode (Click Behavior)

The Play Mode determines the click behavior, what happens when you click on the Cell Play Button or
a Scene Trigger . It only affects the Cell/Scene Controls that you click on, not the Project Transport
Controls.
Cell Inspector

Available for:
The parameter can be set separately for individual Scenes and individual ➍
Cells:

Scenes: on the Scene Trigger and choose from the Contextual


Menu ➤ Play Mode ➤
Cells: on the Cell and choose from the Contextual Menu Cell Contextual Menu
➤ Playback ➤ Play Mode ➤ ➌ or set it in the Cell Inspector ➍

Menu Options
You have three options:
Start/Stop: Each click toggles between start and stop.
Momentary: The Cell or Scene only plays as long as you press
down the mouse button. When you release the mouse, the Cell
or Scene stops. The Quantize Start value still applies for the start
and stop.
Retrigger: Every subsequent click starts the Cells from the
beginning again. To stop (reset) the Cell, use the Row Stop ➌
Button or Grid Stop Button .

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#4 - Play From
The Play From parameter determines from where the Cell will be played back when clicking its Cell Start
Button . It only affects the Cell Play Button, not the Scene Trigger or the Project Play Button.

Available for: Cell Inspector

The parameter is only available for Cells:

Cells: on the Cell and choose from the Contextual Menu ➤


Playback ➤ Play From ➤ or set it in the Cell Inspector ➊.

Menu Options
You have four options:
Start: The Cell starts playing back from the position set by the Start parameter in the Cell Inspector. By
default, this is the beginning of the Cell but can be set to any other position along the Cell Timeline.
Stop Position: The first time you click the Cell Play Button , the Cell plays from its Start position.
When you stop (dequeued), the Play Indicator (highlighted area) remains visible ➋
on the Cell. Now when you click the Cell Play Button again, the Cell starts from the
point (along its Cell Timeline) where it last stopped ➌. The current Quantize Start
setting applies to align it to the Project Timeline.
Playing Cell Position: Here is an example to demonstrate that option. If Cell A is ➋
playing, then clicking on Cell B on the same row stops Cell A and starts playing Cell
B from the same Cell Timeline Position (the "internal" timeline of the Region) where
Cell A stopped ( i.e., bar2 beat3).
Playhead Position: The Cell starts following the current Quantize Start value but it
doesn't start from the beginning of the Cell, it starts from the Cell Timeline position

it would be at, as if it had been playing from the beginning of the Project, the
Project Start Marker (makes sense?).

#5 - Play Command
Here are the various options on how you can trigger the playback of a Cell:

Click to Play ➍: Use your mouse cursor to on a Cell or Scene to play
and stop them.
Project Transport (Queued) ➎: You can use the Project Transport to start a
Scene or Cells, but you have to Queue those Cells or Scenes first.
Key Command ➏: Control the playback of Cells or Scenes that are currently ➎
selected with a single Key Command Play Live Loops .
Grid View only has to be selected or has to have key focus.
The Key Command Play Live Loops will start any Cell or Scene that is ➏
selected and not playing, or stop any Cell or Scene that is selected and
playing.
You can use this procedure by selecting Cells (playing or not playing) to
control with the key what Cells are playing, continue to play or stop
playing.
on the Scene Name will select all Cells in that column.
External Controllers ➐: You can use external controllers to start/stop individual
Cells or Scenes. I explain that later in this section.


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#6 - Queue
The Queue is one of the key features in Live Loops that you have to understand properly in order to predict
what happens when you use the various Project Transport Controls.

Project Transport Controls - Play


Cell
When you on a Cell ➊ or a Scene ➋, then that Cell or
Scene will start to play back. However, when you use the ➌ ➊

Project Play command , then no Cell will play back. There
is no timeline from left to right to play back the Cells in a
specific order once you start playing back your Project.
A Cell or a Scene will only play back with your Project when
you tell it to. Watch out for the playback to start (Playhead is
moving). This "Ready to Play" status is called "Queue". That ➏
means, when you want to start playing your Cells with the
Play command ➌, then you have to enable (Queue) the
Cell or the Scene first.
Select a single Cell or multiple Cells (on different
rows) and choose one of the two commands:
Scene
on the Cell ➍ to open the contextual
➌ ➋
menu and choose Queue Cell Playback ➎
Key Command
Select a Scene by clicking the name (below the
Scene Trigger) and choose one of the two
commands:
on the Scene Trigger ➎ to open the
contextual menu and choose Queue Scene
Key Command

Now the Cell or the Scene is Queued, ("Ready to Play") and


when you use the Project Play command or the Key
Command Play Live Loops , it will start to play.

Queue Status
A few things you have to be aware of about the Queue Status:
All the queued Cells and their corresponding row section on the Divider Column are pulsating
(flashing) to give you a visual feedback which Cells are "Ready to Play" on the next Play command .
You can also the Cell Play Button on one of the queued Cells to start the playback of all those
queued Cells.

Dequeue Cells
There are multiple ways to dequeue Cells:

Whenever you click the Cell Stop Button on a Cell, it will dequeue that Cell.
Select the Cell and use the same Key Command on an already queued Cell.
on the Cell to open the contextual menu and choose Dequeue Cell ➏.

Move your mouse over the Divider Column next to that row of the queued Cell and the Row
Stop Button to dequeue the Cell on that row or the Grid Stop Button at the bottom of the
Divider Column to dequeue all Cells.
Only one Cell on a row can be queued. That means queuing one Cell will dequeue any Cell on that
row.
Press the Stop command of the Transport Controls twice to dequeue any Cell!

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Stop Conditions
Here are the various options on how to stop the playback of a Cell with their different outcome.

Stop Mode Queued Mode

Cell Play Cell Play

Press the Cell Play Button to start playback of a Cell that is in Stop Mode or Queued Mode

Play Mode

You can use any of these procedures to stop the playback of that Cell

Cell Stop Row Stop Grid Stop KC Row Pause Project Stop

Click the Cell Click the Row Click the Grid With the Cell Opt-click the Use the
Stop Button Stop Button selected, use Row Stop Project Stop
on the Divider on the bottom the Key Button on the command
Column along of the Divider Command Divider
that row Column to "Play Column along
stop that Cell Live Loops" that row to
and all other pause the Cell Project Pause
Cells on the in Queued
Grid Mode.

Click an Empty Use the


Grid Pause Project Pause
Cell on that
same Row Click the command
Scene Trigger
of an Empty
Scene also
stops playback Option-click the Grid Stop
of the entire Button to stop all playing
Grid Cells to Queued Mode

Stop Mode Queued Mode

The Cell stops according to the Quantize Start setting The Cell stops immediately

The Playhead keeps moving The Playhead stops

The Cell is in Stop Mode so you have to click on it to start again The Cell is now in Queued Mode
(flashing) so you can also start it
with the Project Play command.

Using the Project Stop command when the Playhead


Position is at the Project Start (1.1.0) will Dequeue all
Cells and turn them into Stop Mode
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Modes
The Cell can have four modes plus a few "transition modes" where it waits to start or stop based on the
Quantize Start setting:

➍ ➊ ➋ ➎
Play Mode Stop Mode Stop Mode (Queued) Pause Mode (Queued)

Stop Mode ➊: The Cell can only be started by clicking on it, using a Scene or a key command. It is
not reacting to any Project Play command.
Stop Mode (Queued) ➋: The Cell is Queued ("Ready to Play") and waits for the Project Play or the
Cell Play command. It now has a ring ➏ around the circular waveform and the Cell flashes.
"Prepare to Play" ➌: When using one of the play commands, the Playhead is moving immediately and
the Cell is counting down (flashes to the beat), waiting to play until the Playhead reaches the position
based on the Quantize Start setting, and then it start to play.
Play Mode ➍: Now, the Cell is playing with the animated Position Indicator ➐ highlighting the current
Cell Timeline Position on the Cell, which is also displayed on the Divider Column.
"Prepare to Stop": When the Cell receives a command to stop other than the Project Stop (i.e., press
stop on an Empty Cell of that row or another Cell on that row is set to Queue), then it waits until the
Playhead reaches the position based on the Quantize Start setting. During that period, the Cell is
flashing with the beat.
Pause Mode (Queued) ➎: If the Cell was playing and you stopped with the Project Stop command or
any other Pause command, then the Cell stops immediately and changes its status to "Pause Mode
(Queued)" which is different than "Stop Mod (Queued"). Now the Position Indicator ➑ is visible to
show where the Cell paused along its Cell Timeline.
"Prepare to Resume": If you used the Project Play command (not the Cell Play), then the Position
Indicator jumps to the next downbeat of that Cell, waits in this special "Pause Mode (Queued)" status
until the Playhead reached the next downbeat and the Cell starts to play from that queued position.

Here are some of the screenshots of the Cell and the Divider Column. The second row shows how the Cell
and the Divider Column for that status changes when you move the mouse cursor over it ➒.
Also, pay attention to the modifier key ➓ that changes the button on the Divider Column.

The Position
The Position Indicator
Indicator stops at
Pulsating to indicate Pulsating with the moves to indicate the
the pause position
the Queue status beat Cell Timeline Position
and pulsates
during playback
Stop Stop - Queued "Prepare to Play" Playing Pause - Queued

➊ ➋ ➌ ➍ ➎


➏ ➑
Mouse Over

➓ ➓
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Buttons
Here is a summary of all the buttons to play, stop, and resume Cells:

Play Command >>> Play Mode Pause Command >>> Resume Mode
Cell starts playing synchronized to the 
 These commands stop the playing Cell(s) and put
Project Timeline based on Quantize Start. them into Resume Mode (Queued). The Cell is now
• the Cell Play Button flashing, has a ring around the data (waveform or
MIDI Events), and shows the Position Indicator
• the Scene Trigger to play all Cells
where it is currently paused along its Cell Timeline.
in that column
• the Row Pause Button to stop the
• the Project Play Button . Cell needs to
playing Cell on that Row and leave it in
be in Queued Mode
Resume Mode
• Press the Key Command Play Live Loops .
• the Grid Pause Button to stop all
Cell needs to be selected
playing Cells and leave them in Resume
Stop Command >>> Stop Mode Mode
These commands stop the playing Cell(s) and put • the Project Stop Button or Project
them into Stop Mode (dequeued). Pause Button to stop all playing Cells and
leave them in Resume Mode. Stops
• the Cell Stop Button
immediately, ignoring the Quantize Start
• the Cell Stop Button of an Empty Cell setting
in the same Row
• the Row Stop Button to stop the Resume Command >>> Play Mode
playing Cell on that Row These commands resume the playback of Paused
• the Scene Trigger of an Empty Cells. These are Queued Cells that are flashing and
Scene to stop all playing Cells on the Grid show the Position Indicator where they are currently
• the Grid Stop Button to stop all playing paused along their Cell Timeline.
Cells on the Grid • the Cell Resume Button
• Press the Key Command to stop any • the Project Play Button
selected Cell or selected Scene • Press the Key Command Play Live Loops
• Press the Key Command to stop all • the Grid Resume Button to resume
playing Cells on the Grid
 playback of the Queued Cell on that Row
• the Row Resume Button to resume
playback of all Queued Cell on the Grid


Buttons

Project Play Button Cell Play Button Scene Trigger Row Stop Button Grid Stop Button

Project Stop Button Cell Stop Button Row Pause Button Grid Pause Button

Project Pause Button Cell Resume Button Row Resume Button Grid Resume Button

Empty Cell Stop Button


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Recording

There are two types of recording in Grid View:

Cell Recording Performance Recording


Similar to the traditional way of recording audio or Although Grid View is performed live by
MIDI on a Track Lane in the Workspace View to determining your song's arrangement by triggering
create Regions, in the Grid View, you can also the individual Cells or Scenes, you can record
record audio and MIDI directly to a Grid to create (capture) that live performance as new Regions on
that Audio Region or MIDI Region inside the Grid.
 the corresponding Track Lanes in the Workspace.
This way, you can use the Live Loops as a creative
tool to experiment with your song's arrangement.


Performance Recording
Here are the steps to record your Live performance on the Grid over to the Track Lanes in the Workspace:

Step 1: the Record Performance Button


➊ in the upper-left corner of the Grid ➊
View to enable Performance Recording.
Step 2: Position the Playhead ➋ in the ➋
Workspace View where you want to record
the performance. ➍
Step 3: Start the Record Mode ➌

(key command ).
Step 4: Perform your Live Loop ➍ in the Grid
View. ➎ ➌
Step 5: Stop playback ➎( ).

All the Cells ➏ that were playing during the recording are now recorded as individual Regions ➐ on their
corresponding Track Lane in the Workspace View. Set the Track Priority to Workspace View ➑ if you want
to play back your new recordings.

➒ ➏ ➐

A few things to be aware of:


You can use the Count-In ( ) to use that time to trigger your Cell or Scene, so they start on the
first beat your Playhead is parked at (depending on your Quantize Start setting).
Any existing Region on the Track Lane will be overwritten with the new Region when they overlap.
Cycle Recording doesn't seem to be supported. The recording stops at the Right Locator.
Tracks don't have to be record enabled ➒ to be recorded for Performance Recording.

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Cell Recording
To record directly into Cells ➊ is not only powerful
when creating your Live Loops Project, but you
can also use it live to function as a Loop Station.

Input Routing
The routing is the same as in the Workspace. Any
Audio Input or MIDI Input that is set up for a
specific Track is the signal that is recorded on the Cell of that corresponding Track.

Settings
There are three parameters that you have to configure to determine the conditions on how and when your
signal is recorded. They are displayed in the Cell Inspector ➋ for the currently selected Cell or when you
on a Cell to select from the Contextual Menu ➤ Recording ➤ ➌.

Record Mode ➍: This parameter is similar to Cell Inspector


the Overlapping Recording setting when
recording in the Workspace. It determines
what happens to the existing data in the
Cell. There are up to three options:
Merge: This option, only available on ➍
MIDI Tracks, will merge the newly
recorded MIDI Events with the
existing MIDI Events. ➎
Replace: This option replaces the
existing data with the new recording. ➋
Takes: This option creates take folders
(inside the Cell) for each newly
recorded data. ➏
Rec-Length ➎: This parameter determines
the duration of the new recording.

Cell Length: The recording automatically stops at
the end of the Cell, which can be changed in the
Cell Inspector (Cell Length). Cell Contextual Menu
Automatic (Bars): It continues to record (extends the
Cell Length) until you stop the recording. The end
will be rounded to the next downbeat.
Automatic (Beats): It continues to record (extends the
Cell Length) until you stop the recording. The end
will be rounded to the next beat.
Rec-End Action ➏: This parameter determines what
happens after the end of a recording pass.
Change to Play Mode: The Cell is playing what you just
recorded
Continue Recording: When the recording reaches the end of the Recording Length (Rec-Length), it
continues to record depending on what is selected in the Recording Mode (Merge, Replace,
Takes)

You can’t record to Drummer or Pattern Cells.



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Default Settings Cell Inspector

In the Workspace, when no Region is selected, the Region Inspector ➊


displays the setting for Region: Audio Defaults or Region: MIDI Defaults. You
can configure the parameters, and these will be the settings for any
newly recorded Audio Region and MIDI Region. ➋
The same concept applies to the Cells in the Grid View.
Deselect any Cell.
Select an Instrument Track, and the Cell Inspector displays Cell:
MIDI Defaults ➊. You can configure these settings to be
automatically applied to newly recorded Cells on an Instrument Track.
Select an Audio Track, and the Cell Inspector displays Cell: Audio Defaults
➋. You can configure these settings to be automatically applied to
newly recorded Cells on an Audio Track.

Recording Procedure
Cell Contextual Menu
These are the four steps to record into a Cell:

#1 - Record Enable: the Record-enable Button on the Track Header of



the Track you want to record.
#2 - Record Mode: Enter Record Mode with any of these procedures:
Select the Cell and press Record Mode (Key Command ).
Select the Cell and use the Key Command .
on the Cell and choose from the Contextual Menu > Record Into
Cell ➌.
Move the mouse cursor over an Empty Cell and click the Cell Record Button that appears.
#3 - Perform: Play your audio or MIDI to record it into the Cell.
#4 - Stop Recording: Depending on your Rec-Length setting, record to the end of the Cell or
the Cell to stop the recording.

About Take Recording ➎


Here is the procedure when the Record Mode is set to Takes.
Cycle Mode: To record in Cycle Mode, set the "Rec-End Action" parameter to Continue

Recording. The Project Cycle Mode has no effect.
Initial Cell Length: When you record the first take, the Cell Length will be as long as
you record.
Additional Recording Length: When you record to a Cell with existing content, then the Rec-Length
setting determines if the new recording is limited to the existing Cell Length
or extended. Take Menu
Number of Takes: The number of Takes will be displayed in

the lower-left corner ➍ of the Cell.
Take Name: The name of the Take ➎ will be displayed in
the Header followed by the Cell Name and a colon. ➏
Active Take Number: If you move the mouse cursor over
the Cell, then the Active Take Number ➏ will appear in
the upper-left corner of the Cell.
Take Menu: on the Take Number in the upper-left
corner to open the Take Menu ➐ with similar commands as the Take
Menu for Regions in the Workspace.
Switch Takes Live: You can switch between different Takes on a Cell
even during Playback.
Comps: Quick Swipe Comp Editing is not available in Cells. For that you have to the Cell over to
the Workspace, perform the edits on the Region, and it back to the Grid View.

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Edit Cells
Cell Inspector
Cell Inspector

When selecting a Region on the Track Lane, the Region Parameters are displayed
in the Region Inspector as part of the Main Inspector (toggle with key
command ). This is the same principle as the Cells.

Selecting a Cell will show the Cell Parameters in the Cell Inspector ➊.
Selecting multiple Cells will indicate in the Header how many Cells are
selected, and any parameter values can be edited for the selected Cells
at the same time. ➋
If multiple selected Cells have different parameter values, then such a
value shows an asterisk *.
Different Cell Types (Audio, MIDI, Pattern, Drummer) have a slightly
different set of Parameters.
Even an Empty Cell has parameter values.
If no Cell is selected, then the Cell Inspector displays the Default
Local View Menu
values that a newly recorded Cell for that Cell Type will inherit.
The parameters are grouped, and you can click on the
disclosure triangle to show/hide the parameters of each group. ➌
on the Cell Inspector to open a contextual menu ➋ with
view settings that are also available in the Local View Menu ➌ of
the Tracks Area Menu Bar.

Here are four screenshots of the Cell Inspector of the four Cell Types. Not
only do they have slightly different parameter sets, but some parameters
are conditional (no Reverse ➍ and Speed if Flex is enabled ➎) and some
parameters can display different units (Cell Length ➏ vs. End Position ➐)
depending on the View setting ➑. So watch out for those details.

Audio Cell MIDI Cell Pattern Cell Drummer Cell



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Most of the parameters are similar to the Region Inspector, or I did explain them earlier so I won't discuss
them all here.

Loop
Toggle the Loop by selecting the Cell and do one of the following:
Toggle the Loop checkbox in the Cell Inspector ➊
Press the Key Command
on the Cell and select from the Contextual Menu ➤ Playback ➤ Loop ➊
on the Cell to open the Cell Editor and the Loop area in the
Ruler
Cell Inspector
Start-Stop Parameters
Each Cell has its own timeline; I call it "Cell Timeline". It starts at 0:00 or "bar 1 beat 1"
and the four positions ➋ that you set in the Cell Inspector (Play Start, Loop Start, Loop
End, Cell End Position) are referenced to that Cell Timeline, not the Project Timeline.
The Local View Menu in the Tracks Area has settings ➌ that determine how the ➋
Start-Stop parameters are displayed. Either as a Position (i.e., bar2, beat1) or
as a Length/Offset (i.e., 2bars + 3beats = 11 beats). Personally, I prefer
Position information. You can also choose the Resolution ➍, which means Local View Menu
what units to display. That display depends on the Clock Format of the
Display Preference so, quite a few configurations to take care of.
(Cell Start) ➎: This parameter is not listed, and I only mention it
here to get a better understanding of all those parameter values.
The start of the Cell is always by default the start of the first Region ➌
inside the Cell, and that is where the Cell starts to play back (the
beginning of the Cell Timeline) and the Position values are
referenced to that.
(Play) Start ➏: The Start position defines the position from where

the playback of the Cell starts in reference to its own "Cell
Timeline". Please note that the Cell can start playing from a
different position if the Play From setting is not set to Start.
Loop Start ➐: The Loop Start determines the position where the Loop starts in reference to the Cell
Timeline.
Loop End (Length) ➑: The Loop End determines the position where the Loop ends in reference to the
Cell Timeline.
Cell End (Length) ➒: Please be aware that the length of the Cell doesn't have to be the same as the
length of the Region (the musical material inside the Cell container). A Cell can be longer or shorter
than the Region(s) inside so you could have unused material ➓ beyond the end of the Cell. When the
Loop parameter is off, then the Cell plays from the beginning to the Cell End Marker regardless of the
Regions inside.

Cell Start Play Start Loop Start Loop End Cell End Unused data
➎ ➏ ➐ ➑ ➒

Cell Editor
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Contextual Menu

The contextual menu for Cells that opens when you on a Cell provides a wide variety of commands
and options that are slightly different depending on what Cell Type you clicked on and its current status.
I covered most of the commands already. Here are two more:

Bounce and Join


This submenu contains two commands: ➊
Bounce Cells in Place ➊: Select one or multiple Cells in a column and it ➋
creates a new Audio Track and bounces (mixes) those Cells together
as a new Audio Cell placed on that new Track in that column.
Join Regions and Fill Cell ➋: Select one or multiple Cells, and if any of those Cells has multiple Regions
inside, then Logic will merge those Regions inside each Cell to a single Region.

Cell Contextual Menu

Extract Loops
The Extract Loops ➌ command analyzes the Audio Region in a Cell and
determines the best Loop. Flex & Follow has to be enabled for that Cell.

The Extract Loops feature does not work under the following conditions:

Region is shorter than 2 bars



Region is longer than 30 minutes
Cell does not follow tempo
Cell contains no Regions
Cell contains multiple Regions
Cell contains Apple Loops or Untagged Loops
Multiple Cells are selected
Extract Best 4-Bar Loops option is not accessible if the musical length of the region is shorter than 8 Bars.

Local Function Menu


Local Functions Menu
The Local Functions Menu ➍ in the Tracks Area has a few more edit
commands, for example, Normalize Gain.
The Selection-based Processing is not available for Cells.

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Cell Editor
The Cell Editor ➊ is a special Edit window where the real advanced editing procedures of a Cell are available.

Show/Hide Cell Editor


You open/close the Cell Editor by selecting a
Cell and then use any of the following
commands:
Key Command
Menu Command View > Show Editor
the Editors Button in the
Control Bar Cell Editor

on the Cell Header ➊

About the Cell Editor


The Cell Editor opens in the same Editor Window Pane as the other Editors like the Piano Roll Editor
and Audio Track Editor.
Unlike the Editors for editing Regions, the Cell Editor has no tabs to switch between different types of
Editors like Audio Track Editor, Audio File Editor, Smart Tempo Editor.
The Cell Editor shows the following editors depending on the Cell Type:
Piano Roll Editor for MIDI Cells
Audio Track Editor (Audio File Editor, Smart Tempo Editor) for Audio
Missing Audio File
Cells ➋
Drummer Editor for Drummer Cells
Step Sequencer for Pattern Cells
Some Editors don't have the full functionality as their Region counterpart, but
the functionality is pretty much the same.
When you deleted the referenced audio file (Parent Audio File) of the Audio
Content inside a Cell, then there is nothing to edit. The Cell will show a circle (in
Loop Mode) and an orange exclamation mark warning about a missing file ➋.

Multiple Regions
The rule in the Grid View is that when dragging a Region onto a Cell it will replace any Region that is already
assigned to that Cell. However, if you have the Cell Editor open (for MIDI Cells or Cell with Automation
Audio Cells), then you can additional Regions "into" the Cell. Remember, a Cell is
like a container, a "one-track folder" that can contain multiple Regions.

Edit Tasks in the Cell Editor


Here are some editing tasks that you can perform in the Cell Editor. This goes way
beyond just adding a Region to a Cells and play them Ableton Live-style. ➌
additional Regions into the Cell Select a Region to
in Take Folders from the Workspace display their Region Inspector with access to
those parameters, i.e., fades and delay
Paste in Regions that were copied
somewhere else Create and edit Region Automation. The
Cell will show the Automation icon ➌ when it
Cut the Region into pieces
contains Automation Data
Shuffle Regions around
Draw Fades
Create Marquee Selections and delete them
Apply "Remove Silence…"
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Smart Tempo and Transient Editing Mode


The Cell Editor provides special access to the Smart Tempo Editor and the Transient Editing Mode .
When an Audio Cell is selected, then the Cell Editor only shows the
Audio Track Editor with no tabs to switch to the Smart Tempo Editor or
the Audio File Editor to access the Transient Editing Mode. Instead, the
Local Edit Menu has two (hidden) commands to do that:
Edit Smart Tempo... ➊: This command opens the Smart Tempo
Editor ➋ for the current Region inside the Cell, where you can use
all the Smart Tempo Editor tasks. To go back to the previous
window, you have to click the Display Level Button ➌ in the
upper-left corner.
Edit Transients... ➍ (Audio File Editor): This command opens the
Audio File Editor ➎ with the Transient Editing Mode view ➏ for the
current Region inside the Cell. Disabling the Transient Editing
Mode gives you access to the Audio File Editor ➐. To go back to
the previous window, you have to click the Display Level Button
in the upper-left corner.

Audio Track Editor


Audio Files Editor (Transient Mode)


Audio FIle Editor


Smart Tempo Editor
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Cell/Loop Editing
Here is an example on how to edit the various Start Markers and End Markers graphically in the Cell Editor:

Shift the Region: on the waveform and the Region left/right.


Cell Start (Fixed): Remember, a Cell always starts at bar1 beat1 or 0:00 ➊. This represents the Cell
Timeline ➋ (with its own Playhead), and all other Markers in that Cell are referenced to that starting
point. When you a Region/Loop/File onto a Cell, its start time will align to that Cell Start, but as
you see in this example, you can move the Play Start ➌ and even the beginning of the Region to a later
position on the Cell Timeline.
Move the Play Start : this Start Indicator ➌ and it left/right. You can also on
the Ruler and select from the Contextual Menu > Set Start Position Here ➍.
Move the Loop Start: the left border (Loop Start Locator ➎) of the Loop Range ➏ (the highlighted
bar on the Ruler). You can also on the Ruler and select from the Contextual Menu > Set Loop
Start Here ➍.
Move the Loop End: the right border (Loop End Locator ➐) of the Loop Range. You can also
on the Ruler and select from the Contextual Menu > Set Loop End Here ➍.
Move the Loop: the Loop Range ➏ left/right to keep the Loop Length but change its position.
Toggle the Loop: on the Loop Range to toggle the Loop on /off.
Move the Cell End Marker : the Cell End Marker ➑ left/right.
Draw Fades ➑: When you move the mouse cursor over the top of the Region Border, the cursor
changes to the Fade Tool that lets you drag a Fade Area (it is a little bit tricky to find the right spot
so the cursor changes). Once the shaded Fade Area is visible, you can move the mouse cursor inside
the area, and the cursor changes to the Fade Curve Tool to gradually change the Fade to an
exponential curve .
Region Automation: When you enable the Automation Button in the Cell Editor, you can draw
Region Automation Curves ➒ directly on the Regions like in other windows.
Open End: The Cell End Marker determines where the Cell stops playing. However, the Timeline
continues (depending on your zoom factor), and you even could have a part of a Region stretching in
this "unused" ➓ part of the Timeline.

Cell Timeline

Cell Start


Play Start (Start Indicator) Loop Start Locator Loop End Locator Cell End Marker
➌ ➎
➏ ➐

➑ Unused data


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Others

Zoom
You have three elements/views that you can zoom independently:

Horizontal Grid View Zoom Horizontal Workspace View Zoom


These commands only zoom the Grid View These commands only zoom the Workspace
horizontally (no effect on the Workspace View): horizontally (no effect on the Grid View):
➊ the button to toggle between ➌ the button to toggle between
the current zoom factor and the Auto Zoom the current zoom factor and the Auto Zoom
that sets the zoom factor horizontally, so all that sets the zoom factor horizontally to
Scenes are visible in the Grid View. show all Regions.
the Zoom button and a ➍ the slider to adjust the
slider appears that lets you adjust the horizontal zoom fo the Workspace
horizontal zoom. Use the Pinch Gesture on the Trackpad
Use the Pinch Gesture on the Trackpad when the mouse cursor is positioned over
when the mouse cursor is positioned over the Workspace.
the Grid View. horizontally when the mouse
horizontally when the mouse cursor is positioned over the Workspace.
cursor is positioned over the Grid View.
Vertical Tracks Zoom
The Local View Menu has an option that affects the
These commands zoom the Tracks and, therefore,
zooming "Try to Keep Cells Squared When Zooming" ➋
affect the Grid View and Workspace View:

➎ the button to toggle between
the current zoom factor and the Auto Zoom
that sets the zoom factor vertically so all
Tracks are visible.
➏ the slider to adjust the
Track's vertical zoom.
vertically.


➎➌ ➏ ➍


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Region Solo Control Bar

The Region Solo Button ➊ has no effect on the


Cells; it is only for Regions in the Workspace .

Trigger Live Loops
In addition to trigger Cells and Scenes by clicking on them in the Grid View, you can also use external
controls:

Trigger Scenes with MIDI Message


The Global Class parameter ➋ in the Controller Assignment Window ( ) has a new option, Live
Loops Scene ➌. That means you can assign any MIDI Message of your external MIDI Controller to trigger a
specific Scene. Only three steps to set up: the scene, the Learn Button,
press the controller key/pad.
Controller Assignments

Logic Remote
You can use the updated Logic Remote app on the iPad or iPhone (Apple Watch) as the interface for the Grid.

Novation Launchpad
Logic Pro X has dedicated support profiles for the Novation Launchpad controllers. Go to the Main Menu
Logic Pro X ➤ Control Surfaces ➤ Setup... and choose Install ➍ or Scan from the Local New Menu to add it to
your active Control Surfaces ➎. Control Surface Setup

➍ ➎

Live Loops Tutorial

Check out the Live Loops Tutorial in the Project Chooser ( )



Tutorials ➤ Live Loops.

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Step Sequencer

The Step Sequencer is a new tool in Logic Pro X 10.5 that is based on the concept and workflow of the classic,
step-style sequencer available from vintage modular synths, Eurorack, drum machine sequencers, or
software-based emulators.

Logic Pro X 10.5

Eurorack
Moog

Roland
ARP
Korg

Like its hardware counterparts, Logic's Step Sequencer can create:


Drumbeats
Grooving bass lines
Polyphonic note patterns
And much much more...

Although you can create some of that also via MIDI editing in the Piano Roll Editor, a Step Sequencer,
especially the one in Logic, provides a different workflow to come up with patterns that are not possible or
hard to create with other editing tools. In addition, Logic now adds features that are not available in other
Step Sequencers.

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Overview
Analog Step Sequencer
What is a Step Sequencer?

Analog Step Sequencer


Here is the basic concept of a step sequencer,
found in modular synths:
The module has one or multiple rows of
rotary knobs.
Each knob, referred to as a "Step", lets you
set a specific voltage (CV).
When you trigger that step sequencer (with
an external clock signal), then the individual voltage values are sent out "in a sequence", one after
another at the CV Out jack of the module.
If that CV Out is patched to a VCO (CV Pitch In), then the voltage set on each knob results in a
different pitch on the VCO.
The sequence of steps creates a melodic pattern that repeats (loops) as long as you continue to send
the clock signal.
If the step sequencer module has multiple rows of steps, then those rows are usually triggered by the
same clock and, therefore, in sync to create polyphonic patterns, or you can use the voltage values to
control other parameters, for example, Cutoff Frequency.

Logic's Step Sequencer


Logic's Step Sequencer
The Step Sequencer in Logic follows
the same concept and layout of the
analog Step Sequencer:

Grid: The area where you


create your sequence is a grid
made of Rows and Step.
Rows: Like on the analog step
sequencer, a Row is the
horizontal line that represents a
specific amount of Steps.
Steps: Each Row is divided horizontally into cells, the Steps, representing the individual rotary knobs
on an analog step sequencer.
Notes or Automation: Instead of creating a voltage on a step sequencer, in Logic's Step Sequencer,
each Step can create either a specific MIDI Note value or a specific Automation value.
Attributes: In addition to the basic information (what note, what automation), each Step has additional
Attributes on how to vary the playback of a Step to make the pattern more interesting and less
repetitive.
Clock/Tempo: The clock of the sequence is determined by the Project Tempo.
Destination: The pattern (sequence of data) that you create is stored in a Pattern Region placed on a
Track Lane of a Track, and that Track is the destination ("who is playing the sequencer?").

Step Sequencer Tutorial

Check out the Step Sequencer Tutorial in the Project Chooser ( )



Tutorials ➤ Step Sequencer.

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The Architecture of Logic's Step Sequencer


Here is the basic architecture, the eco-system of the Step Sequencer in Logic with the main components and
terminology:

Track Track Lane




Pattern Region

Pattern Loop


Pattern Browser

➊ Step Sequencer

Pattern


➒ ➍
Steps
(Attributes)
Pattern Region Files ➎


Rows

Step Sequencer: The Step Sequencer ➊ is a Track Lane / Track: A Pattern Region, like
single window that lets you create, edit, and any other Regions, is placed on the Track
manage the "step sequences", called Lane of a specific Track ➐ that plays back the
Patterns ➋. MIDI data through that Track (based on the
Pattern: A Pattern is the sum of all the edits Pattern instructions).
shown in the Step Sequence. Pattern Loop: A Pattern Region can be
Row: A Pattern can have multiple, saved as a new type of Apple Loop, called
synchronized Sequences, called Rows ➌. the Pattern Loop ➑ that contains the Pattern,
Step: Each Row has a specific amount of and also the Channel Strip Info and the
Steps ➍ that are either on (send data) or off Audio File similar to the Drummer Loop.
(does not send data). Pattern Loops can be accessed through the
Loop Browser.
Attributes: A Step can either send a MIDI
Note or an Automation value. Each Step Pattern Region Files: Patterns can be saved
contains a set of Attributes ➎ that determine, as Pattern Region Files ➒ (.pattern file
for example, pitch, velocity, and other extension) to your hard drive.
characteristics. Pattern Browser: The Pattern Browser ➓
Pattern Region: All the data of a Pattern is (part of the Step Sequencer Window) lists all
stored in a new type of Region, the Pattern the Pattern Region Files (Factory and User)
Region ➏ somewhat similar to a Drummer that you can load into the Step Sequencer
Region. A Pattern Region doesn't store MIDI Window.
or Audio Data. It stores instructions on how
to play MIDI and/or Automation Data.
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Special Powers
Logic takes the concept of a step sequencer one "step" further.

Notes

Step sequencers of modular synths operate by
receiving and sending Control Voltages (CV).
Ultimately, the output is sent to the sound
generator (VCO) and the various components that
shape the sound (Filter, EG, etc.). ➊
With Logic's Step Sequencer, the concept is
similar, just instead of CV, the Steps of the Step
Sequencer send MIDI Notes ➊ to the sound
source (the Software Instrument Track ➋) to create
the musical pattern plus, it sends various

attributes along with a Step to shape the sound or
the pattern

Automation ➌
This is where Logic takes the Step Sequencer to
the next level. Because Automation Data in Logic
is similar to MIDI Data, each Step of the Step
Sequencer can also send a value of a specific
Automation Parameter ➌ to the Software
Instrument Track ➍. Using the various tools of the Step Sequencer for Automation can lead
to very "unconventional" workflows and results when using Automation as a creative tool.

Three Levels
When you work in the Step Sequencer, you have to think about the hierarchy of the three levels, Pattern, Row,
Step. When you make edits in the Step Sequencer, you have to make sure on what level you make the edits.

Pattern
When you open the Step Sequencer you look at (and edit) a specific Pattern.

Row
Each Pattern contains one or many Rows.

Step
Each Row has a specific amount of Steps that contain the data that is sent to the Track when a Step is enabled.

- Pattern Region -
Technically, the Pattern Region is the component that contains a specific Pattern. However,
as we will see later, changing the length of the Pattern Regions is also a type of edit that
has an effect on how exactly the Pattern plays back.

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First "Steps"

Step Sequencer Window


The Step Sequencer Window ➊ is the single window where you create and edit
the sequence, the Pattern. Like most of the Editor Windows, you can open it as a
window pane or a standalone window:

Step Sequencer Pane: The Step Sequencer Window is part of the Editor
Pane (Key Command or on the Editors Button ➋ in the Toolbar) ➍
in Logic's Main Window with its own tab ➌ (that replaced the Step Editor tab).
The (unassigned) Key Command Show/Hide Step Sequencer lets you toggle the
window directly. Once you have placed a Pattern Region on the Track Lane,
you can it to toggle the Step Sequencer Pane.
Standalone Step Sequencer Window: You can open the Step Sequencer as a standalone window
with the Menu Command Window ➤ Open Step Sequencer ➍ (multiple windows).



Making any selection or edit ➎ on the newly
opened Step Sequencer Window will
automatically create an empty 4-bar Pattern
Region ➏ on the Track Lane of the currently
selected Track at the (rounded) Playhead
Position.
This will only work if the Track Lane has no ➎
Regions placed on it yet.
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Create an Empty Pattern Region

on the Track Lane and choose Create Pattern Region/Cell


from the contextual menu ➊ or use the Key Command Create
Pattern Region/Cell to create an empty 4-bar Pattern Region. You can also on a ➊
Step in an empty Step Sequencer, and Logic creates a new 4-bar Pattern Region
at the Playhead Position of the currently selected Track.
A few things to be aware of:

Software Instrument Track: A Software Instrument Track is the most


common Track Type used for Pattern Regions.
Drum Machine Designer: This is where Logic gets really powerful; the integration of the Step
Sequencer with the Drum Machine Designer (DMD). There is a difference when you create a new
Pattern Region on the Track Lane of the DMD's Main Track or the individual Subtrack of that Summing
Stack. More about that later.
Audio Track: This setup is more advanced because you only can use the Automation-Type Steps on
an Audio Track and not the Note-Type Steps because Audio Tracks don't play back MIDI Notes. Also,
you have to create two Audio Tracks assigned to the same Audio Channel Strip with one Track
containing the Audio Regions and the other Track containing the Pattern Region.
Drummer Track: The contextual menu on a Drummer Track doesn't include the command Create Pattern
Region/Cell when you its Track Lane. However, you still can drag Pattern Regions to a Drummer
Track manually.

Pattern Region
You will notice the specialty of the yellow Pattern
Region ➋ (its default color) when you zoom in. You will
see that it displays a Step Grid ➌ corresponding to the
grid that you see in the Step Sequencer Window. ➋

Once you create specific patterns


(enable Steps), you will see that pattern
(the individual Steps) as dots on that mini-grid of the Pattern Region ➍.

➍ ➍

Pattern Region Specialties


Once we learn more about the Step Sequencer, you will notice that there are some specialties you have to be
aware of:
• The length of the Pattern Region on the Track Lane is not necessarily the length of the actual Pattern that
you created in the Step Sequencer Window. It can be shorter (partial Pattern) or longer (repeating Pattern).
• Although the dots look like they relate to MIDI Notes similar to the Piano Roll Editor, they only represent
the Steps of the Pattern, which can be all types of data not following a musical Piano Roll grid necessarily. 

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Pattern Configuration

Pattern Length
The first step when working with the Step Sequencer is to define the Pattern Length. Like on an analog step
sequencer that has a limited amount of physical steps (the rotary knobs), Logic's Step Sequencer also has a
limited amount of steps, 64.

4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64

on the selector ➊ in the upper-right corner to open a popup menu with seven options ➋ to set the
Pattern Length.

Basic Rules
➌ ➌ ➌
The Steps are visually grouped ➌ in sections of 4 Steps
for a better orientation.
The maximum Pattern Length is 64 Steps.
You can choose from 7 fixed Pattern Lengths ➋.
The Step Sequencer can display a maximum of 64 Steps depending on your window size.
The Horizontal Zoom Buttons ➍ provide a somewhat confusing option to display the total amount of
steps in groups. See below.
Please note that these Steps themselves have no absolute length of time. Only a Step Rate (separate
for each Row and Step!) gives a Step a musical value in relation to the Project Tempo.
In addition, the Pattern Length can be "truncated" (called Loop Start and Loop End) to start at a specific
Step and end at a specific Step (also individually set for each Row).

Attention
Make sure you understand the implementation of the Pattern Length. It can be confusing and you can even
loose part of your pattern that you've created when switching between different Pattern Length.
Empty Pattern: When you start with a new Pattern and haven't created any active Steps yet, you can
freely switch between the different Pattern Length.
Extend Pattern Length: When you start with a short Pattern Length, i.e., 16 Steps, and change to a
longer Pattern Length, i.e., 32 Steps, then all the enabled Steps at that time (your Pattern) will be copied
to the extended Length (similar like using the Loop Tool).
Shorten Pattern Length: If you have a longer Pattern Length, i.e., 32 Steps, and switch to a shorter
Pattern Length, i.e., 16 Steps, then all the enabled Steps between 17-32 are deleted! When you extend
again, then Step 1-16 will be copied into 17-32. So be careful when experimenting (Undo to the rescue).

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Horizontal Pattern Display


The Step Sequencer Window may not display all the Steps of your Pattern depending on the size of your
computer screen and the size of the Step Sequencer Window. Logic has a strange implementation on how to
deal with that:
There are two components:

Step Width Buttons ➊


Instead of a Horizontal Zoom Slider, there are two buttons, called the Horizontal Zoom
Buttons, or Step Width Buttons ➊. They are action buttons, which means when you click on
them, you don't toggle a mode. Instead, you perform a specific action:
If the narrow button is highlighted (which is
hard to see), then you can on it to make the All the Steps are currently displayed. No
Steps narrower and, therefore, display more Steps need to zoom
of your current Pattern Length. It is like a
You can make the Steps narrower to show
Horizontal Zoom Out.
more Steps of this Pattern.
If the wide button is highlighted, then you
You can make the Steps wider to show
can on it to make the Steps wider and, fewer Steps of this Pattern.
therefore, display fewer Steps of your current
Pattern Length. It is like a Horizontal Zoom In. You can make the Steps narrower to show
more Steps of this Pattern or make the Steps
wider to show fewer Steps of this Pattern.

Page Icons
If the Step Sequencer can't show all the Steps of

the current Pattern Length, then the Pattern will be
broken up into two, three, or four pages ➋. These pages are displayed as icons on top of the window.

The currently displayed page is highlighted ➌


You can on an icon to view this page in the window
The page icons show a visual representation of your programed Steps, including the colors of the
Steps

Zoomed Out

Zoomed In
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Here is an example of the various Pattern Length settings and how Logic breaks them down into pages when
less space is available in the Step Sequencer Window.

On the left is the screenshot of the Step Sequencer displaying all the Steps for the selected Pattern
Length without any horizontal zoom. To the right are the individual pages when zooming in.
It seems that Logic uses a fixed method of only creating pages with 12, 16, or 32 steps long.
A Pattern Length of 16 Steps or 12 Steps will not be broken up into pages regardless of how small the
Step Sequencer Window is.

32 + 32

16 + 16 + 16 + 16

16 + 16 + 16

12 + 12 + 12

16 + 16

12 + 12
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Rows
The default Step Sequencer has 8 Rows ➊
preconfigured. I cover the Row parameters
on the following page, but there are some
Row parameters that are controlled
globally by the Pattern.


Row List Header
8 Rows
Each Row represents an independent
sequence of Steps. However, there are
three Row parameters that are configured
by the Pattern Settings. This is important
because it will overwrite the setting that
you have made on the individual Rows!
Step Rate: Step Rate is a main
parameter of the Step Sequencer that defines the musical value of a Step in relation to the Project
Tempo. I explain that on the next page.
Playback Mode: There are four modes that determine in what order the Steps are played back.
Rotate Row Steps: on the left or right button to move all the enabled Steps on all Rows by
the increment of one step to the left or right.

Local Inspector

The Step Sequencer has its own Local Row List Header
Inspector ➋ that can be shown/ ➍
hidden as an additional window pane
on the left of the Step Sequencer
Window. You can toggle it in three
ways:
the Inspector Button
➌ in the Menu Bar
Choose from the Local Menu
View ➤ Local Inspector
Key Command Show/Hide Local
Inspector Local Inspector ➋

The Local Inspector has three tabs, Pattern, Row, Step. Here are the parameters for the Pattern Inspector ➍:

Pattern Length: Change the Pattern Length. Pattern Key: Adjust any Note in this Pattern to
Step Rate: Change the Step Rate globally for conform to this Key (in conjunction with the
all Rows of this Pattern. Scale parameter).
Playback Mode: Change the Playback Mode Scale Quantize: Adjust any Note in this Pattern
for all Rows of this Pattern. to conform to this Scale.
Swing: Set a Swing feel between 50% (no Quantize Button: Changing the Key or Scale
swing) ... 80%. parameter will automatically transpose any note
8th/16th Button: Set the base of the swing feel to fit the key and scale. If you selected a Note
to 8th notes or 16th notes.
 for the Row or Step afterward that is not on that
scale, then you can click this Q button to
conform it to the currently selected scale for
this Pattern.

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Row Configuration

Here are a few facts about the Rows:


A Row is the component that contains the sequence of Steps
A Pattern has to have a least one Row up to virtually unlimited amounts of Rows.
The amount of Steps per Row is determined by the Step Parameter (12 ... 64)
You can manually arrange the order of the Rows by dragging them up/down
You can color the Rows with the Color Palette, which is used to color the Steps and the Row icon
Logic's Step Sequencer has three types of Rows

Row Assignment: Three Types of Rows


The most important aspect of the Rows is that there are three different types of Rows that determine what
type of data the Steps on a particular Row are representing and, therefore, send to their corresponding Track.

Note-Type Row ➊
The Steps carry a MIDI Note information, and each Step of the Row has the same
pitch. This is the typical method of a drum sequencer where each Row is
assigned to a specific key representing a specific Kit Piece.

Melodic-Type Row ➋
The Steps also carry a MIDI Note information, but each Step of a Row can have a
different pitch. This is like the classic step sequencer on a modular synth where
you can create melodic synth patterns.

Automation-Type Row ➌
This is an interesting idea to extend the concept of a step sequencer to send
control information. Instead of a MIDI Note, each Step of a Row can be assigned to a
specific Automation Parameter that is available on the Track. That means you can
sequence any controller on the Channel Strip, any control of a Plugin loaded on that
Channel Strip, and even controls on the Smart Controls Window. That opens
completely new fields for experimentation.

Keep in mind that a Pattern can have multiple Rows, and each Row can be set to any of the three Row Types.





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Row Parameters
Here are the various parameters for the Rows, grouped by their importance:

Row Type
This is the most important parameter about a Row. It sets its "identity", the Row Type. There are two places to
determine that setting:

Create New Row: You create a new Row when Change Row Type: The Row Header of any
you on the big + Button in the Row existing Row displays the Row Type with a
List Header ➊. That opens the popup menu ➋ selector ➎ that opens a similar popup menu
where you select the Row Type (Notes, Melodic, ➏ to change the existing Row to a different Row
Automation) for this new Row. Melodic ➌ is Type. Please note that this doesn't affect the
treated as a subtype of Notes. Selecting Learn ➍ Steps. It doesn't change how the Steps on the
will switch the + button to a red Learn button Row are programmed because many of the
. Playing any MIDI Note now will create a attributes of a Step are the same regardless of
new Row with that Note assignment. the the three Row Types.
button again to turn off Learn Mode.


➋ ➍

Row

List Header

Row Header

Row Header

Row Header

Individual and Global Parameters


Be careful with the following three parameters because
they can be overwritten globally with the Pattern Setting.

Step Rate Selector ➐: The Step Rate will


determine the musical value of each Step in that ➑
➐ ➒
Row in relation to the Project Tempo. Please note
that this value can be set individually for each Step,
which means that such a Step will then ignore the
Step Rate set for the Row.
Playback Mode Selector ➑: This selection
determines how the Steps on that Row are played
back in a loop. Forward, Backward, Alternate, Random.
Rotate Row Steps ➒: on the left or right button to move all the enabled Steps on this Rows by the
increment of one step to the left or right .

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Individual Row Parameters


The following parameters are set individually for each Row:

Show/Hide Subrows: on the disclosure triangle ➊ to show/hide Subrows underneath. This is the
same concept as Automation Lanes on Track Headers. on the disclosure triangle to toggle the
Subrows of all Rows.
Track Icon Popover
Row Icon: on the icon ➌ to open the Track Icon Popover ➍ to
select a different icons for that Row. If you use the new transparent
icons, then they adapt to the color that you chose for the Row.
Row Mute / Solo: You can Mute and Solo the Row ➎. Solo will
mute all other Rows of that Pattern.
Increment/Decrement Value Buttons: on the buttons ➏ ➍
to increase or decrease the value of all Steps on this Row for the
currently displayed Attribute.
Add/Remove Subrows: Once a Subrow is visible, you can move the mouse over it, and two buttons
appear ➐ that let you add another Subrow or hide that specific Subrow.

Attribute Display
Each Step has a set of Attributes (On/Off, Value, Tie, Gate, Skip, etc.), and you can set the value for those Attributes
differently for each Step.
Each Row Lane or Subrow Lane, however, can only display one Attribute at a time. If you want to edit an
Attribute, you have to display that Attribute either on the Main Row or the Subrow.
Main Row: To choose which Attribute to display on the Main Row, you have to on one of the two
Edit Mode Buttons on the Menu Bar ➑.
• The left button is always assigned to the On/Off Attribute, and the right button can be assigned
to any of the Attributes available from the popup menu ➒.
• Selecting the left or right button switches the Attribute Display on the Main Row of ALL Rows.
• The currently displayed Attribute is displayed on each Row Header ➓ above the Increment
Button.
Subrows: On the Subrows, this display is actually a selector ⓫ where you can set each Subrow
individually to display a specific Step Attribute. This way, you can have an overview of multiple
Attributes for each Step on a Row. on the Subrow Header to open a contextual menu ➋ with a
command to Randomize or Clear (Reset) the values on that Subrow.

Please note that the Automation-Type Row has fewer Attributes than Note-Type Rows.


Edit Mode Buttons ➒


➊ ➌ ➎ ➏ ➑



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Row Inspector
The Local Inspector ➊ also displays some Row parameters ➋. ➊

Some of them are also available on the Row Header, and others are
unique, only available in this Inspector view.

The first three parameters are also available on the Row Header:
Row Assignment
Step Rate
Playback Mode

The next four parameters are not available on the Row Header:
Loop Start/End: When you play back your Pattern, it will play all

the Steps defined by the Pattern Length parameter (unless the
Pattern Region is shorter). These two Loop values let
you"truncate" the Pattern Length (only for this Row) and play that Row only
between the Step position that you define as the Loop Start and the Loop End.
MIDI Channel: Select a specific MIDI Channel (1 ... 16) so that this Row sends its MIDI data over that
channel to the Instrument on the corresponding Track. This parameter is disabled for Automation-
Type Rows.
Automation Mode: You can set this parameter to either Latch or Slide ➌. With Latch, during playback,
the value of a Step stays ("latched") and jumps to the value of the next Step. With Slide, it gradually
changes ("slides") from one value to the next during playback.

There are a few details you have to pay attention to regarding the Loop Start/End parameter. In this example,
the second Row has its Loop Start set to Step 4 ➍ and Loop End at Step 10 ➎.
The Steps outside the Loop Start/End are not played, indicated by the darkened ➏ Step position. That
means this Row will be "out of sync" with the other Rows when played back.
Any Step that was enabled but is now "outside" does not lose its assigned data. You can see by the
different shade of black ➐ of Step 21 14, 15 that these are enabled Steps, but currently not played
back.
If you set the Edit Mode on the Row to show the Loop Start/End attribute, then the Loops are
displayed as a frames ➑ with left and right handles ➒ that you can also . Or on a Step to
change the Start and End position.
Although the Loop Start/End is displayed as a Step Attribute, it is technically a Row parameter.

➍ ➎
➏ ➏


➒ ➒
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Step Configuration

The Concept of Steps


On a hardware step sequencer, all the steps are always there, for example, 16 rotary knobs. You can set each
step (the knob) to a specific value and maybe have some other controls to manipulate the steps.
This is the same concept as Logic's Step Sequencer. The Steps ➊ are always there as a grid that you see on
the Step Sequencer Window represented as the individual Step Positions.

When creating or editing a Pattern, you are editing the individual Steps, the Step Positions on the grid.
Each Step has a set of attributes that are stored with each Step Position. The combination of what Step plays
back with what attributes creates the Pattern.

Twelve Step Attributes


Each Step can have up to twelve Step Attributes. The Steps on an Automation-type Row use only seven.
Switching a Row between Note-type and Automation-type will not erase the Step Attributes, the values stay
the same (but may not be applicable).

Editing Attributes
You can edit the Step Attributes in two ways:
Step Inspector: Open the Local Inspector ➋ in the Step Sequencer and select the Step tab ➌.
Now, selecting a Step ➍ on any Row will display the values of the Step Attributes ➎, and you can
change them right there in the Inspector.
Row Lanes: Editing Attributes on the grid is much faster. But before you can edit an Attribute, you
have to display that specific Step Attribute. You can do that on the Main Row ➏ or the Subrow ➐.
• Main Row: The two Edit Mode Buttons ➑ on the Menu Bar determine what Attribute is
displayed on all Main Rows. The left button is always assigned to the Step On/Off Attribute and
the right button can be assigned to any of the Attributes available from the popup menu.
• Subrow: If you want to show multiple Attributes of a Step at the same time, you open one or
more Subrows, each displaying a different Attribute. The selector ➒ on the Subrow Header
lets you choose the Attribute.


➌ ➍



➎ ➐


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Step Attributes
Here are the Step Attributes of the Row Assignment. If an Attribute doesn't exist for the Automation-Type
Row, then it displays the Automation Value.


Step On/Off ➊
on a Step to toggle it on and off.
If you want to select a Step, you have to it.
Unfortunately, you can't select multiple Steps.
along the Row to enable or disable adjacent Steps.

Note ➋ ➋
On a Melodic-type Row, you can set the Steps to an individual
Note. the line inside the Step up/down.
If this is an Automation-Type Row, then the value is for the
corresponding Automation Parameter.

Velocity/Value ➌

This Attribute is either Velocity for Notes
and Melodic-Type Rows and Automation
Values for Automation-Type Rows. The
Automation Parameter ➍ is displayed on
the Row Header.

Gate ➎ ➎
The Gate value shortens the Note between 100% (original
length) and 5%. On a modular synth, that would be the Duty
Cycle of the Gate CV sent to the VCO.

Tie ➏

The Tie Attribute extends the duration of a Step to the next Step.
This way, you can create melodic patterns that don't have only one
musical value (i.e., 16th), but also longer ones (8th, 1/4, etc.).
on the arrow to extend the Step to the next one and on
the diamond to remove the tie.
A Tie will not delete the next Step, it is just not played. If you untie a
Step, the original Step will be there again.
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Octave ➊
The Octave attribute determines the specific octave of that
note, for example, C3, C4, C8, etc.

Note Repeat ➋
The Note Repeat attribute lets you quickly create so-called
ratchet effects, quick "rolls", repetitions. ➋
A Step can be divided into multiple Sub-Steps to play the note
multiple times instead of only once for the same time period.
up and down on the Step, and you will see vertical divider
lines with a number indicating how many times the note is
divided/repeated (0 ...16).

Chance ➌

If you studied the work of avant-garde composer John Cage
and are familiar with the ancient Chinese book of i Ching 易易經,
then you know what "Chance" means.
In this context, you can assign each Step a percentage value
from 1%...100%, or in other words, "what is the chance that Logic
is playing this Step?".

Start Offset ➍

The Start Offset works like a positive or negative delay.
the Step up or down to set the delay between -50% ... 0 ...
+50%.

Step Rate ➎
This is where Logic takes it to the next level. Remember, you ➎
can set the Step Rate for the entire Pattern, and then change
individual Rows to run at a different Step Rate. Now you can
set individual Steps to apply their own Step Rate. When you
combine all that with triplet values and various Pattern Region
length, then it is time to take out the calculator to predict when
specific notes actually play and how long.

Skip ➏

When the Skip attribute is set on a Step, you will see an arrow
pattern on that Step (active and inactive Steps). This indicates
that this Step does not exist currently in that Row. That means
with two Steps set to Skip, a 16 Step sequence would have
only 14 Steps which, not only makes the sequence sound
different, but that Row now is not in sync with the other Rows
of the Pattern when looped.

Loop Start/End ➐
As I mentioned earlier, the Loop Start/End is a Row feature, but

I guess it is displayed in the Edit Mode because it is easier to
edit visually on the Row Lane by dragging the handles or
on the Steps to set the boundaries. You can also vertically
to set the boundaries across other Rows.

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Here is a screenshot of a single Row displaying the Step On/Off attribute on the Main Track ➊ and all the
other eleven Step Attributes on Subrows ➋, plus the Attributes that are displayed in the Sep Inspector ➌.
You will see the two popup menus where you select what Attribute is displayed on the Main Row ➍
and which one on the Subrow ➎.
The popup menu for the Subrows has all the Attributes dimmed that are already displayed on a
Subrow.
When you display the Subrows with the disclosure triangle on the Main Row, Logic will display
Subrows automatically for all Attributes that have an edited value.

Step Inspector

Of course, you can also the Subrows up /down to rearrange the order of the Subrows.

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Pattern Regions

Now that we covered all the three layers of the Step Sequencer, the Pattern, the Rows, and the Steps, you
have to wrap your head around one more concept and that is the Pattern Region.

Let's recap:
The Pattern that you create in the Step Sequencer Window has a specific Pattern Length, the number
of Steps from 12 Steps to a maximum of 64 Steps.
The Steps by themselves have no specific length; they just represent a grid with cells that contain
data (attributes) for the Step to be played back.
The absolute length of a Step is defined by the important Step Rate parameters in reference to the
Project Tempo.
Each Row can have its own independent Step Rate, so the length of the Steps in one Row can be
different from the length of the Steps in another Row.
In addition, each individual Step can define its own Step Rate independent from the Step Rate set by
the Row that it is on.
All this has major implications for what a Pattern Region is playing.

Pattern vs. Pattern Region


A Pattern Region determines three things, it stores the Pattern, it determines where to play back the Pattern,
and it determines how long to repeat (loop) the Pattern.

#1 Pattern Storage
The Pattern Region stores all the settings that you program in the Step Sequencer for that Region (similar to
the Drummer Region). The open Step Sequencer Window ➊ displays the Pattern ➋ of the Pattern Region ➌
that is currently selected. Editing the Pattern automatically stores/updates those changes in that Region.

#2 - Playback Track
The Track Lane that the Pattern Region is placed on is the Track ➍ that the data of the Steps (Notes,
Automation) is sent to, which means it plays back the Pattern.

Store the Pattern


Play the Pattern

➍ ➊


Edit the Pattern
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#3 - Pattern Playback
The relationship between the Pattern and the Pattern Region depends on the Pattern Length and the Step
Rate. So, whenever you to adjust the length of the Pattern Region, keep these two parameters in mind
(and your calculator handy).

Here are two examples:

Pattern Length: 16Steps - Step Rate: 16th


If the Pattern Region is 1 bar long ➊, then it would play the Pattern one time
If the Pattern Region is 4 bars long ➋, then it would play the Pattern four times

1 bar

1 4 8 12 16

1 bar 1 bar 1 bar 1 bar



1 4 8 12 16 1 4 8 12 16 1 4 8 12 16 1 4 8 12 16

Pattern Length: 16Steps - Step Rate: 8th


In this example, the Pattern stays the same (16 Steps), only the Step Rate is changed to 8th.
If the Pattern Region is 1 bar long, then it would only play half the Pattern (8 Steps) ➌. Please be aware
that these are not necessarily the first 8 Steps. If the Playback Mode is set to reverse, then it would be
the last 8 Steps in reverse order.
If the Pattern Region is 2 bars long, then it would play the entire Pattern ➍ of 16 Steps.
With 3 bars, it would play the Pattern one and a half time ➎, and with a 4-bar Pattern Region it would
play the Pattern twice ➏.

1 bar

1 4 8

1 bar 1 bar

1 4 8 12 16

1 bar 1 bar 1 bar



1 4 8 12 16 1 4 8

1 bar 1 bar 1 bar 1 bar



1 4 8 12 16 1 4 8 12 16

This simple example can get complex very fast, and to predict at what Region length the Pattern will repeat.
Just consider the following options:
Step Rate - Rows: Rows in a Pattern can have a different Step Rate, so their duration in relation to the
Region Length is different.
Step Rate - Step: Individual Steps can have different Step Rates. This makes the predictability of the
Region's length even more difficult.
Loop Start/End: Each Row can truncate the default Pattern Length.
Skip Steps: Skipping individual Steps of a Row also shortens the length of a Row and, therefore, the
length where it starts to loop.

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Pattern on the Pattern Region


I pointed out earlier that the dots that you see on the Pattern Region are not necessarily related to MIDI
Notes that are played back the way you see them on a MIDI Region.

No Vertical MIDI Note (pitch) information


Here are two Pattern Regions
➊ that look the same, but
when converted to MIDI
➊ ➊
Regions ( on the
region and select Convert ➤
Convert to MIDI Region), their
Pitch information seems to
be inverted because the ➋ ➌
Pattern Region doesn't give
any information about the Pitch. In Region 1 ➋ the Rows were arranged from low note to high note, and on
Region 2 ➌ they were arranged from high note to low note.

Step Length
The Steps on the Step ➏
Sequencer ➍ all look the
same, but all three Rows have
a different Step Rate ➎
resulting in a different length

of their Steps, which is shown
correctly on the Pattern ➍

Region with the length of the
Steps. ➎

Skipped Steps
In this example, I skipped
Steps ➐ (that were not even
enabled), and the rhythmic/ ➑
timing is even more
different. The Pattern Region
shows the result correctly ➑
regarding the timing.

➐ ➐

Reset Pattern
If you have a real complex
pattern with a long Pattern Region (so the pattern repeats many
times), then it is hard to predict how the individual Steps play
"together". One trick is to create shorter Pattern Regions and loop
those Regions ➒ on the Track Lane because the Pattern always ➒
resets at the start of the Region (or looped Region).

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Truncate Pattern Regions


Here is another important "revelation" about the relationship between a Pattern and its Pattern Region.
The screenshot shows the Step Sequencer with a 64-Steps pattern.

Now let's look at some scenarios how this Pattern is played back in
regards to the Pattern Region on the Track Lane:

Because the Steps have a Step Rate of 16th, the default length of
this Pattern is 4 bars to play all 16 Steps ➊ ➊
As we have seen already, when we extend
the Pattern Region longer than its default
length, then the Steps repeat. In this
example, I extended the Pattern Region to 7
bars, so, after the first 4 bars, the Pattern ➋
repeats the first 3 bars again ➋.
Back to the original 4-bar default Pattern
Region ➊. When I the right border to the left to shorten the
Region, you will see the portion of the underlying Pattern revealed
as a grayed-out version ➌ until you release the mouse.
The result is a 2-bar Pattern Region ➍ that plays only the first two ➌
bars of the Pattern. Remember, if I loop that 2-bar Region, then
the Pattern would loop only these first two bars.
Back to the original 4-bar default Pattern Region ➊. When I
the left border to the right to shorten the Region on the left, you ➍
will see again the portion of the underlying Pattern revealed ➎
as a grayed-out version until you release the mouse. However,
the revealed portion is the beginning of the Pattern and what
you tell the Step Sequencer with this truncate action is "Start
the Pattern later"!!!
When you release the mouse, you will end up with a 2-bar
Pattern Region ➏, but now with the second 2 bars of the Pattern

as you can verify if you look at the pattern on the Region.
Now, if I extend the length of this 2-bar Region, you can see on
the pattern that it continues with the full-length Pattern ➐.

The moral of this story is: If you are not sure


what portion of the Pattern a Pattern Region ➐
is representing, just its border to see
its underlying grayed-out Pattern.

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Wait, there is more ...

Pattern Browser

Pattern can be saved as a new type of files, Pattern Files with the .pattern file extension. Logic Pro X comes with
a wide variety of factory Patterns so you can start to use and explore the Step Sequencer.

Show/Hide Pattern Browser


Instead of using the Library Browser, the Step Sequencer has
its own built-in Pattern Browser. It is an additional window
pane that slides out to the left of the Step Sequencer. ➊
You can show/hide the Pattern Browser in three ways:
on the Pattern Browser Icon ➊ on the Menu Bar
Local Menu View ➤ Pattern Browser
Key Command Show/Hide Pattern Browser

Pattern Browser

Search Field
On top of the Pattern Browser is a search field ➋ to search for any Factory or User Pattern in their pre-defined
locations.

Browser Columns ~/Music/Audio Music Apps/

The Pattern Browser has two columns ➌ that function the same as the Library
Browser. ➍
Any item with an arrow on the right is a subfolder that shows its content
in the next column when you on it.
An item without an arrow is a Pattern File that loads that Pattern into the
Step Sequencer when you on it.
You can change the Browser width with the Resize Tool when you
move the mouse over the divider line.
User: The folder User in the first row displays all your own Patterns that are stored in the default
location ➍ ~/Music/Audio Music Apps/ Step Sequencer Settings/.
Factory: The folder Patterns and Templates in the first row display all the Factory Patterns which are
stored "inside" the Logic app (the package file).

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Load Pattern
There are two scenarios for loading a Pattern File from the Pattern Browser:

Pattern Region Selected: If a Pattern No Pattern Region Selected: If the Step


Region is currently selected (and the Step Sequencer Window is open but not
Sequencer Window displays it), then the displaying any Pattern Region, then the
imported Pattern File will overwrite the Pattern File will be loaded into the Step
current Pattern in the Step Sequencer and Sequencer and a new 4-bar Pattern Region
changes the Pattern Region accordingly. Be will be created on the currently selected
careful, even if multiple Regions are Track at the Playhead Position.
selected, only one Region is displayed (and
edited) in the Step Sequencer. Make sure to
only select one Pattern Region when having
the Step Sequencer open.


Gear Button

on the Gear Button ➊ to open a popup menu ➋ with
various file management commands (depending on what item
is selected)
Use Project Key: The key of the imported Pattern File is
ignored and the key of the current Project is used.
Save Pattern: Save the current Pattern to your hard drive
at the folder location selected in the Browser.

Save Template: Save the current Pattern as a Template in
the Template folder.
New Folder: Create a new subfolder in the Finder.
Delete Pattern: Delete the Pattern that is currently
selected in the Browser. This deletes the Pattern File from
your hard drive.

Rename Files/Folder
There is no dedicated Rename command. However, you can do that directly in Logic Pro X app
the Pattern Browser. Just a file or folder (it appears "slightly" ➌
highlighted) and type a new name. This will rename the file or folder in the
Finder.

Factory Pattern
The Factory Pattern Files that are listed in the Pattern Browser are stored inside
the actual Logic Pro X application file ➌.
They also include a folder Plug-Ins Defaults ➍ with Pattern Files of all the Logic
Instrument Plugins (even the Klopfgeist and Test Oscillator).
That means when you use the command Create Pattern Region/Cell on a Track
Lane, the Step Sequencer is looking what Instrument is loaded on that Track
and loads the corresponding Default Pattern File for that Plugin. It even looks
up the Kit Piece names for the Drum Plugins and populates the various popup
menus.
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Chance Beat
One way to learn the scope of the new Step Sequencer and what you can do with it in your creative and
experimental undertaking is to browse through the many Patterns in the Pattern Browser that come with
Logic. Here you can find new ways on how to use a sequencer that you haven't thought of before.
For example, the Pattern Chance Beat ➊ in the Drums category. It has multiple Rows assigned to individual Kit
Pieces of a Drum Kit with each Step enabled ➋. However, each Step has a specific "Chance" (probability)
assigned to it to play or not to play that Step. It is kind of a "controlled randomness" that, together with the
Playback Mode, can produce interesting results.

Loop Browser

Pattern Loops
The Step Sequencer also introduces a ➍
new type of Apple Loop. In addition to
Audio Loops, MIDI Loops, and
Drummer Loops, the Loop Browser now
also contains Pattern Loops. ➌
Here are the facts:
Appearance: Pattern Loops are
yellow ➌, similar to Drummer Loops. I wished they would have their own distinct color, but I think this
should indicate the similarity to Drummer Loops that both carry "instruction" data instead of audio
data or MIDI data.
Search: You can search for Pattern Loops in the Loop Browser by restricting the Loop Type to Pattern
Loops in the Loop Type Popover ➍.
Content: Similar to the other Loop Types, a Pattern Loop is a special Audio File that contains multiple
layers: the Pattern, the Channel Strip Setting, the audio file, and the usual metadata.
Import: You can a Pattern Loop onto the empty space of the Workspace (or Live Loops) to put
that Pattern Region on a new Instrument Track, or you can it on an existing Track Lane. If you drag
it onto an Audio Track, then Logic will use the mixed-down Audio File of the Pattern Loop as a new
Audio Region on that Track Lane.
Create: You can create your own Pattern Loop like the other Loop Types. Select the Pattern Region in
the Workspace and select File ➤ Export ➤ Region to Loop Library (Key Command ).
Restrictions: Although you can use Pattern Regions on an Audio Track, you cannot create a Pattern
Loop from such a Pattern Region.

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Step Sequencer and Drum Machine Designer


The Step Sequencer is not just a newly added feature in Logic Pro X; it is highly integrated with other
components. For example, using the Step Sequencer with the Drum Machine Designer shows how powerful
and quick it is to create drum pattern.

Plugin-Aware
The Step Sequencer is "plugin-aware", which means it checks what Software Instrument Plugin is loaded on
the Track when you create a new Patter Region on that Track.

Here is an example:
Create a Software Instrument Track and load a Drum Machine Designer (DMD) ➊.
With a DMD Patch loaded, Logic creates this special Summing Stack with the Main Track controlling
the DMD and the individual Kit Pieces represented by multiple Subtracks.
Main Track: When you create a new Pattern Region on the Main Track ➋, then Logic loads a Pattern
Template with Rows assigned to the individual Kit Pieces of that loaded DMD ➌.
• The Rows use the corresponding color and icons ➍ based on the DMD configuration.
• Instead of using generic Note Names (C1, C#1, etc.), the Step Sequencer displays the Kit Piece
Names ➎.
• The popup menus for defining the Row-Type displays "Kit Pieces" ➏ instead of "Notes".
• The subfolder doesn't list the individual note; it lists the Kit Piece Names ➐ so you don't have to
look up the note assignments on the DMD Pads.
• The subfolder even has a command "Add All" ➑ to quickly add Rows for each Drum Kit Piece of
that DMD.
Subtrack: When you create a new Pattern Region on a Subtrack (the individual Drum Kit Pieces), then
Logic creates a default Pattern with eight rows to play an octave that only plays the Kit Piece of the
corresponding Track the Pattern Region is placed on. That means now you can play the pitch of a Kit
Piece via the Sequencer (in addition to any Pattern Region on the Main Track.


➍ ➎ ➑

➏ ➐


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Menu Bar
Here are the remaining controls on the Step Sequencer's Menu Bar:

Local Menus
The various commands in the three Local Menus are pretty much self-explanatory.

Show/Hide Pattern Browser Show/Hide Local Inspector

The Pattern Browser and the Local Inspector share the same Window Pane on the left of the Step Sequencer,
which means you can have only one of two open at the same time.

MIDI Out Button


This button works the same as in other Logic windows. Enable it, so when you on a Step, it will send its
MIDI/Automation data to the Track so you can hear it.

Edit Mode Buttons / Selector


This double-button determines what Attribute is displayed on all the Main Rows.

Play Pattern
the Preview Button to toggle the local playback of the Pattern. Same as

Vertical Auto Zoom


to toggle the Vertical Auto Zoom. It zooms vertically to show all Rows in the Step Sequencer Window.

Vertical Zoom Slider


the slider left/right to change the vertical zoom of the Rows.

Horizontal Zoom
on a Step Width Button (if active) to show more or fewer Steps in the Step Sequencer Window.

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Quick Sampler

on the Input Slot ➊ of a Software Instrument Channel Strip and you will see a new entry in the Plugin
Menu, the "Quick Sampler (Single Sample)" ➋. And as the name implies, it is a Sampler ➌ that is restricted to
only load a single sample ... what?

Software Instrument Channel Strip

Plugin Window


Plugin Menu

Overview

Yes, only a single sample, a single sound can be loaded. However, there are many occasions where you need
only a single sound, for example, for playing a sound effect or in conjunction with the new and improved
Drum Machine Designer (DMD). The emphasis is on "Quick". There is a lot of overhead with a full-fledged
sampler with Zones, Groups, Sampler Assignments, etc. that you sometimes don't need. The Quick Sampler
is very easy to use and quick, with a beautiful and practical new interface, but still very powerful.

Main Features
Here is a quick overview of the main features:

Sample Playback in Classic, One Shot, and 3 Envelope Generators (AHDSR)


Slice Mode 2 LFOs with Fade In/Out, Unipolar/Bipolar
Record a new sample selection, and Phase offset
Optimized (analyzed) Sample Import 4x Modulation Matrix
3 Loop Modes (Forward, Reverse, Alternate) Graphical audio waveform editing

with Crossfade option


Quick Sampler Tutorial

Check out the Step Sequencer Tutorial in the Project Chooser ( )



Tutorials ➤ Quick Sampler

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User Interface

The Quick Sampler (Q-Sampler) has a clean interface that is freely resizable by dragging its Plugin Window.

Sample Controls Area ➊

Synth Controls Area ➋

Extended Area ➌

Sample Controls Area


The Sample Controls Area ➊ includes all the parameters and controls related to the sample on how to play it
back. The big waveform view shows the audio file to place the start, stop, loops, and fades graphically.
However, you cannot edit the waveform.

Synth Controls Area


The Synth Controls Area ➋ includes all the common synth modules: Pitch, Filter, Amp, EG, LFO, Modulation
Matrix.

Extended Area
Below the disclosure triangle is the Extended Area ➌ with two hidden MIDI Mode settings.
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Sample Controls Area

The Sample Controls Area has three sections:

#1 Main Controls ➊: This area has the main controls regarding the Sample.
#2 Waveform with Visual Controls ➋: This section displays the waveform of the sample with on-
screen controls.
#3 Inspector Controls ➌: This row functions like an Inspector, which means the available controls that
are displayed depend on what is selected above.

➊ ➍ ➎ ➏ ➐
Main Controls


Visual Controls


Inspector Controls

#1 - Main Controls
The top row has the following controls:

Sample Playback Mode


The first three buttons determine the Playback Mode of the Q-Sampler:
Classic ➍: In this Mode, the sample only plays as long as you play a
note (plus the Release Time set with the Envelope Generator). This is
the only mode that uses the Loop functionality.
One Shot ➎: This is like a trigger mode used for drums and SFX. When you play a Note, the sample is
played all the way to the Sample End Position and ignores the Note-off message when you release the
key.
Slice ➏: This is a special mode with separate controls that appear on the Waveform and the strip
below. A sample will be "chopped up" into individual slices. Each slice is assigned its own key so they
all can be triggered (played) individually via MIDI Notes.

Recorder ➐
Enabling this button lets you record a sample directly in the Q-Sampler. The Waveform Display
and the controls below also change.
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Sample Management
This section shows the name of the currently loaded Audio Sample ➊. The double-arrow indicate that this is
also a selector. on it to open the popup menu ➋ with the following commands:

Audio Files: The top of the menu displays the currently loaded Audio File. If you had loaded other
audio files, then the name of all those files will also be displayed (see Clear History below).
Reveal in Finder: Opens the Finder Window where the audio file of this sample is located.
Rename Current File: Opens a Dialog that lets you rename the current audio file. Please note that this
is technically a "Save As..." command because Logic makes a copy of the Audio File, renames that
one, and places it in the Q-Sampler.
Remove Current File: This removes the sample from the Q-Sampler but leaves the audio file at its
original location.
Clear History: Although the Q-Sampler can only have one audio file loaded, it keeps the history of the
samples that you have loaded in that Plugin. This enables you to quickly go back to a previous sample
without using the load command and navigating through the Finder. The names of all those samples
are listed on top of that popup menu. This Clear History command removes the names of the previously
loaded audio files.
Load Audio File…: Opens an Import Dialog ➌ to navigate to the audio file that you want to import
into the Q-Sampler.

➊ ➍ ➏


Import Dialog

Snap
The Snap Selector ➍ opens a popup menu with four options ➎. These have an effect when manually moving
markers (Start, End, etc.) along the waveform, so they snap to the Zero Crossing, Transient, Beat, or not at all.

Zoom
These two buttons ➏, when enabled have the following function:
Vertical : Toggles between current vertical zoom and the maximum vertical zoom of the currently
displayed section of the audio waveform. If you zoom horizontally, then the vertical zoom will
automatically adjust vertically.
Horizontal : Toggles between the current horizontal zoom of the audio waveform and the entire
length of the waveform.
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Settings Menu
on the Gear Button ➊ to open the Settings Menu:
on the waveform display opens a contextual menu containing most of the same commands plus the
commands Add Slice Marker. For the Delete Slice Marker command, you have to on the Slice.

Auto-Loop: Automatically sets the Loop Markers based on the audio file
analyzes.
Auto-Loop within loop area: Automatically sets the Loop Markers with a
shorter length inside the current Loop.
Retune: Analyzes the sample and adjusts the Tune parameter accordingly.
Initialize Synth Parameter: Set Synth controls to their default values.
Reimport Original: Reimports the Sample again from the drive using the
Original Mode. Any custom sample controls will be reset, but the Synth
parameters are not affected.
Reimport Optimized: Reimports the Sample again from the drive using
the Optimized Mode. Any custom sample controls will be reset, but the
Synth parameters are not affected.
Re-Analyze Transient and Tempo: In case you edited those parameters.
Crop Sample: Creates a new Audio File with the incremental number "_0001" and shortens it based
on the Sample Start and Sample End Markers.
Crop Loop: Creates a new Audio File with the incremental number "_0001" and shortens it based on
the Loop Start Marker and Loop End Marker.
Write Sample Loop to Audio File: Writes the Loop information as metadata to the audio file. This
information can be used when importing the audio file into a sampler.
Create Drum Machine Designer Track: This is a powerful feature when using Slice Mode. It will
create a new Track with a Drum Machine Designer assigning each slice to an individual Pad on the
DMD and in addition, creates a MIDI Region on that Track with MIDI Notes playing those Pads so that
the result is exactly the same as if you would play the audio file as a whole.
Copy MIDI Pattern: This creates a MIDI Region that would play back the slices (based on their key
assignment), so the result is exactly the same as if you would play the audio file as a whole. That MIDI
Region is copied to the Clipboard, so you have to paste it on the Track where you want to use it.
Optimize Sample Gain: This option is automatically enabled when using the Import Optimized. Here
you can toggle it manually.
Linear/Equal Power Crossfade: This only affects the crossfade when used on a Loop. It uses a linear
or exponential crossfade curve. Usually, Equal Power avoids a level dip during the crossfade.
Display Seconds/Sample/Beats Units: These are the three options for displaying a time unit on the
waveform display and on the numeric fields that appear when moving
the mouse cursor over any of the on-screen Markers.
Stereo Channels ➌
Display Stereo Channels / Mono Sum: Stereo Channels displays the
two audio channels of a stereo signal as their individual waveform ➌
where Mono Sum combines (sums) both channels and displays a single
waveform ➍.

Mono Sum ➍
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#2 - Visual Controls
This area shows the waveform display of the currently loaded audio file with various graphical elements to
edit the parameters that affect the playback of that audio file. Which elements are visible depends on the
Sample Playback Mode (Classic, One Shot, Slice, Recorder).

➌ ➏ ➐ ➎
Classic Mode

➑ ➋


Slice Mode

Markers

Markers are attached either on top or below a vertical line.

• Sample Start Marker ➊: this marker to change where the Sample should start playing back.
• Sample End Marker ➋: this marker to change
where the playback of the Sample should end.
➍ ➌
• Fade In Marker ➌: The marker is positioned at the
Sample Start Marker by default. it to the right to
create a fade in with a length depending on how far
you slide it to the right. The waveform changes its
amplitude accordingly ➍ with a dimmed overlay of the
original waveform.

• Fade Out Marker ➎: The marker is positioned at the Sample End Marker by default. it to the
left to create a fade out with a length depending on how far you slide it to the left.

• Loop Start Marker ➏: The Loop Start Marker is only visible in Classic Mode when a Loop is
selected. it to the position where you want to place the Loop Start.

• Loop End Marker ➐: The Loop End Marker is only visible in Classic
Mode when a Loop is selected. it to the position where you want to ➏ ➐
place the Loop End.

• Loop Crossfade ➑: The marker is placed at the bottom of the Loop


End Marker by default. it to the left, and you will see a shaded area
before the Loop Start and before the Loop End indicating the crossfade
area between these two positions. ➑
• Slice Marker ➒: The marker indicates the position of a single Slice, of
course, only visible in Slice Mode. The marker can have multiple colors:
Blue (first Slice), white (selected), yellow (automatic), orange (manual), purple (manual, inactive).
• Slice Play Marker: At the bottom of the Slice Marker is a play button that you can to play that
Slice.

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Tools
The mouse cursor changes to different icons (some with modifier keys) depending on what Click Zone you
move the cursor over. These Tools indicate the functionality of the cursor:

• Move Tool: The cursor changes to the Move Tool when you on a Marker or the extended
vertical line.

• Slide Tool: The cursor changes to the Slide Tool when you do the following:

• the Sample Start Marker or Sample End Marker to move the Sample Start and End Marker
together left or right, including the Loop.
• the Loop Start Marker or Loop End Marker to move Loop Start and End together or the
area inside the Loop.
• the Fade In Marker or Fade Out Marker to move the Fade In and Out at the same time.

• Add Slice Tool: In Slice Mode, the cursor changes to the Add Slice Marker to create a new Slice
Marker at the click position.

• Move Slice Tool: In Slice Mode, moving over a Slice will change the cursor to the Move Slice Tool
to the Slice to a new position.

• Zoom: inside the waveform to zoom into the dragged area. inside the
waveform to zoom out one level.

Numerical Editing
When you move the mouse over a marker on the waveform, the Inspector
Controls ➊ (the row below the waveform) changes to display the numeric
values of those parameters. The displayed units depend on the selection from
the Setting Menu ➋ of the Gear Button.

There are two ways on how these values are displayed:
Momentary: The row changes to display the corresponding values, so
you can see the exact value. If you move the cursor away from the
marker, the display changes back.

Temporary: on one of the markers to make the value display stick. Now you can the
values up/down or on a number and enter a new value. the ➌ to close that display


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Inspector Controls
Besides displaying the numeric values of the markers when moving the mouse over, the Inspector
Controls provide the main parameters for the individual Sample Playback Modes.

Flex
➊ ➋ ➌
All three playback modes have the three flex controls on the right:
Flex ➊: With Flex enabled , a sample will transpose
accordingly when you play a key other than the root key, BUT it
will not change its playback speed.
Follow Tempo ➋: When enabled, the playback speed of the sample follows the Project Tempo.
Speed ➌: You can alter the sample's playback speed by a specific factor from the popup menu.

Classic Mode
In Classic Mode, there are four controls available.
➍ ➎ ➏ ➐

Root Key ➍: The Root Key is the MIDI Note that plays back the sample with its original speed. You can
set it between -C2 … G8.
Fine Tune ➎: You can tune the sample (adjust the playback speed) between -50cent … +50cent.
Playback ➏: on the button to toggle the behavior on how to play back the sample:
• Forward: Plays the sample form the Sample Start to the Sample End.
• Reverse: Plays the Sample from the Sample End backward to the Sample Start.
Loop ➐: on the selector to choose from the following options:
• No Loop: The sample plays without a loop.
• Forward: The sample plays from the start to the end of the loop, jumps back to the beginning of
the loop, continues to play to the end of the loop, jumps back to the beginning of the loop, etc.
• Reverse: The sample plays from the start to the end of the loop, plays backwards to the
beginning of the loop, jumps back to the end of the loop, continues to play backwards to the
beginning of the loop, etc.
• Alternate: The sample plays from the start to the end of the loop, plays backwards to the
beginning of the loop, plays forward to the end of the loop, continues to play backward to the
beginning of the loop, etc.
• Stop Loop on Key Release: This is an additional mode that affects what happens when you release a
note and you have a Release Time set at the Envelope Generator for the ring out.
• Unchecked: The ring out continues playing inside the Loop based on the Loop setting.
• Checked: When you release the key, the playback ignores the Loop End Marker when it
reaches it and continues to play the remaining of the Sample.

One Shot Mode


With One Shot Mode selected, the Loop parameter is not available ➑.



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Slice
In Slice Mode, the Controls Inspector has a different set of controls.

➊ ➋ ➌ ➍ ➎ ➏

Mode ➊: The Mode selector determines how the Q-Sampler sets the Slices. Each of the four options
changes the functionality of the slider next to it.
• Transient+Note: Q-Sampler is analyzing the audio material and automatically creates Slice
Markers on each detected Transient and Note.
• Beat Divisions: Q-Sampler is analyzing the audio material and automatically creates Slice Markers
based on the detected beat.
• Equal Divisions: Q-Sampler creates equal-distant Slice Markers.
• Manual: Q-Sampler only creates the first Slice Marker. Any other Slice Marker can be created
manually. Please note that you can always create additional Slice Markers regardless of what
detection mode is selected (and delete existing Slices).
Sensitivity ➋: The slider sets the sensitivity of the detection algorithm. Moving to the left creates fewer
Slices. The slider is disabled in Manual Mode.
Start Key ➌: Choose the key (Pitch) assigned to the first Slice, the blue Slice Marker.
Key Sequence ➍: on the selector to choose how the Slices are mapped to the keys:
• Chromatic: The Slices are mapped from the Start Key following the next key on the keyboard on a
chromatic scale (i.e., C, C#, D, D#, E, etc.)
• White: The Slices are mapped from the Start Key following the next key on the keyboard but
using only the white keys (i.e., C, D, E, F, G, etc.)
• Black: The Slices are mapped from the Start Key following the next key on the keyboard but
using only the black keys (C#, D#, F#, G#, etc.). The Start Key is changed to a black key if
necessary.
Gate ➎: This is a button. When off, then a Note-On message (key pressed) plays that slice to the end
and ignores any Note-Off message. When on, then a Note-on message plays the Slice until it receives
the Note-off message (key released).
Play to End ➏: This is a button. When off, then a key plays only the corresponding
Slice up to the next Slice. When on, then a key plays its corresponding Slice and
continues to the end of the Sample (depending on the Gate setting).
Ignore/Respond Sensitivity: When you on a Slice Marker in Transient ➑ ➑
Mode, a Contextual Menu opens with the command Ignore Sensitivity ➐ (in addition
to the command Delete Slice Marker ➒). This will make that Slice stick, ("immune") to
any changes with the Sensitivity Slider ➋. The Slice Marker
turns orange ➑. Now the command in the menu changed ➒
to Respond to Sensitivity to revert that status. ➐
Add Slice Marker: Any Slice Marker that you add manually
( on the waveform or and select from the contextual menu) is an orange Slice by default,
which ignores changes from the Sensitivity Slider.

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Work with Slices

The main advantage of Slice Mode is that you can "chop up" a sample, for example, a drum groove. Now
instead of playing the entire sample by triggering it with a specific note, you assign a specific note to each
slice, and by playing one of those notes, you are playing only that slice, that portion of the sample.
Now when you play each note in consecutive order, you are actually recreating that sample slice by slice.
Logic takes care of that "playing the notes" by creating a MIDI Region with exact MIDI Notes (and the
corresponding note length) to recreate that sample:
Here is the procedure:
Sliced Waveform: The waveform shows a sample with a groove displaying the Slice Markers ➊.
Menu Command: on the waveform and choose Copy MIDI Pattern ➋ from the contextual menu.
Logic creates the MIDI Region with the corresponding MIDI Notes for that sliced sample. Now make
sure that the Track with that Quick Sampler is selected, place the Playhead at the position where you
want to place the MIDI Region ➌ and use the past command .
Drag & Drop: You can do the same procedure with drag and drop. Move the mouse cursor over the
lower portion of the waveform, and a new cursor tool appears ➍. that section to the Track Lane
(the cursor changes to another icon ➎), and the MIDI Region appears at that position.
Piano Roll Editor: When you open the MIDI Region in the Piano Roll Editor ➏, you can see the
individual Note Events that trigger the individual Slices ➐. Of course, you can edit the Note Events.

➐ ➑


Track ➎ paste Piano Roll Editor


When you use the other command in the contextual menu Create Drum Machine Designer Track ➑, then Logic takes
it even further.
Logic creates a new Drum Machine Designer Track (remember, this is a special Summing Stack).
The DMD has one Channel Strip (Subtrack) for Drum Machine Designer Window
each slice, loaded with that Quick Sample, but
using only one sliced section of the sample as a
"one shot".
Each of those Subtracks represents a Pad ➒ on
the DMD.
➒ ➒ ➒
The same MIDI Region as before is now placed
on the Track Lane of the DMD Track.

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Recorder

The Recorder Mode lets you record a new audio file directly into Q-Sampler.
➊ ➋ ➌ ➍ ➎ ➐

Input ➊: on the Input selector to choose from the menu that shows all the single-channel audio
inputs of the Audio Interface that you have selected in Logic.
Monitor ➋: on this button to toggle if you want to monitor your input signal or not (to avoid any
feedback).
Record Start Mode ➌: on the selector to choose from two options:
• Start Immediately: With this option, recording starts once you press the Record button in the
(empty) waveform display.
• Wait for signal to pass Threshold: With this option, you have to press record in the (empty) waveform
display, but recording only starts if the input signal reaches the Threshold level that you set with
the slider on the right.
Threshold Level ➍: You can set the Threshold by changing the value numerically ( or type in) or
adjust the slider ➎.
Level Meter ➏: The horizontal slider also functions as a level meter. A blue line indicates the input
level, which turns yellow when it exceeds the Threshold.
Peak Hold ➐: The dB value to the right shows the peak level for the input. on it to reset it.



Here is the recording procedure using
the Threshold:

The waveform display is empty ➑ with a
recording button in the center and time
display below.
When you click the Record Button, it turns
to a white stop button ➒, the time display
turns red, and the waveform now has a red

frame around it. The Q-Sample waits for
the input signal to exceed the Threshold.
Once the Input signal exceeds the
Threshold level, recording starts ➓. You will
see the waveform of the input signal, and ➓
the time display starts counting.
Once you press the Stop Button, recording
stops ⓫. The waveform display turns blue
showing the waveform of the entire audio
file, and the time display turns blue, ⓫
showing the length of the new recording.
If this is the first recording, then the display
switches to Classic Mode.
The area above the waveform shows the
name of the newly recorded file. "My
Sample.aif".
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File Management

Before moving on to the area below the waveform displaying the Synth Controls View, let's talk about the file
management.

Add New Sample


When you open the Q-Sampler Plugin it is "empty" ➊ no sample is loaded yet. The waveform display shows
the text "Load, record, or drag and audio file here" ➋.
Here are the options on how to get a new sample into the plugin:

Record
You can record a new Audio File using the Recorder Mode that I explained on the previous page.

Load
You can on the empty waveform display or on the Audio File Selector above (where it says No audio
file loaded ➌), which opens a menu where you select Load Audio File... ➍. This will open an Import Dialog ➎ where
you can navigate the Finder to look for the audio file that you want to load.



When you load a new sample into Q-Sampler you have two options ➏ that you can see when you enable the
Options ➐ button in the dialog:

Original: As the text explains, "Use original Optimized: As the text explains, "Optimize
tuning, loudness, looping and length", the audio tuning, loudness, search for loop points and crop
file will be imported as is, using any silence", Logic will analyze the audio file and
metadata that are included in the file like adjust the level, Start and Stop Marker for
Loop Markers. the Sample and Loop.

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Drag
You can an Audio File directly from the Finder or an Audio Region or Apple Loop from inside Logic
onto the waveform display.
When you drag a File or a Region over the waveform display, its appearance changes and now shows two big
drop zones ➊. You can
drag the file over the left
(Original ➋) or right
(Optimized ➌) zone to ➊
import the original audio
file or have Logic analyze ➋ ➌
the file with the help of
some "artificial
intelligence voodoo".

Drag on Track Header


This is an additional option on how to add an Audio File or Apple Loop to the Q-Sampler using a new feature
introduced in 10.5:
Create New Track with Plugin ➍: When you drag the file between two Track Headers or the area
below the last Track Header, a window pops up giving you the option to create a new Track with the
Quick Sampler loaded and importing that file using the Original or Optimized import.
Insert Plugin ➎: When you drag the file on a Track Header of a Software Instrument Track that has no
Plugin loaded yet, then a window pops up giving you the option to load the Quick Sampler Plugin
and import that file using the Original or Optimized option.
Replace Existing Sound ➏: When you drag the file on a Track Headers of a Track has the Quick
Sampler already loaded, a window pops up giving you the option to import that file using the Original
or Optimized option.

➎ ➏

Library Browser

Factory Plugin Settings



Logic comes with some amazing presets for the QuickSampler ➑
that, not only let you play with it right away, it also Factory Presets

demonstrates how powerful this new Plugin is.


Open the Settings Menu in the Plugin Window or, on the
Inspector Channel Strip, next to the Instrument Plugin
Slot ➐ to open the Library Browser showing all the Plugin
Settings for the QuickSampler organized in categories ➑.

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Where are the Samples?


Logic Project File
The Audio Files that you record or use in a Logic Project are stored inside the
Audio Files folder that is stored inside the Media ➊ folder. There are now a few

new procedures in 10.5.
When you load a Q-Sampler on a Track in your Project and import an
Audio File into it, Logic now creates a new subfolder inside the ➋
Media folder named Samples ➋ with another subfolder inside named
Quick Sampler. Any file that you load into the Q-Sampler will be placed
inside that Quick Sampler folder.
The Q-Sampler can only load one Audio File at a time. Loading another sample will remove the
previous sample from the Q-Sampler. Even if you Clear ➌ the History, the actual Audio Files still remain
in the Quick Sampler folder.
If you have multiple Q-Samplers loaded in your Project, then the Audio Files of all those plugins are
stored in that one Quick Sampler folder.

Delete Unused Samples


File ➤ Project Management ➤ Clean Up ...
To delete orphaned (unused) Samples
(audio files) from our Project File, you
have to do the following steps:
Use the Clear History... ➌
command in the Quick Sampler

( the Audio File Selector) to

remove any Sample that you might have imported
previously and only keep the current one.
Now select the Menu Command File ➤ Project
management ➤ Clean Up ..., check the Delete
Unused Files checkbox and press OK ➍. A dialog ➎
pops up listing all the unused Audio Files ➎.
They are already checked, so you just need to
press OK, and they will be deleted from the
Quick Sampler ➋ folder inside the Logic Project.

Plugin Window: Setting Menu


Plug-in Settings
The folder ~/Music/Audio Music Apps/Plug-in Settings/ that has a folder
for each of Logic's Plugins now also has a new folder for the Quick Sampler
➏. When you save a Plugin Setting in the Quick Sampler's Settings Menu
➐ (or from the Library Browser), you will save the Plugin Setting (.pst file
extension) to that folder. ➏
The Sample, the audio file that is used for that Quick Sampler is stored

separately in the subfolder named Samples ➑. Actually, all the Samples of
all the presets are stored in that one folder, so you have no clue what
sample belongs to which Preset. ➑
You could save a Plugin Preset again using the Save As.. command and
navigate to a different Finder location. This way, it will export the Plugin
Setting and its Audio File.
The bottom of the Settings Menu lists all your Custom Presets and the
Factory Presets ➒ with some amazing sounds. ➒
Factory Presets
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Synth Controls Area

The Synth Controls Area has all the controls to shape the sound of the sample with the standard synth
parameters.
The area is divided into five sections:

2 LFOs + Matrix Pitch Filter Amp

3 EGs

Pitch
The Pitch section has the basic controls found on a VCO module ➊:

Coarse: The bi-polar knob transposes the sample between -24


semitones ... +24 semitones (±2 octaves).
Fine: The bi-polar knob transposes the sample between -50 ➊
cents ... +50 cents. (±½ semitone).
Glide: The control adds a glide (portamento) effect when playing
a monophonic phrase of notes of different pitches. The maximum
glide time is 5s.
Env Depth: The bi-polar knob determines how much the Pitch
Envelope Generator (placed below) modulates (changes) the
value of the Pitch parameter. It ranges from -1,200 cents ... +1,200
cents . (±1 octaves). Please pay attention to the visual feedback on
the Coarse Pitch knob.
• The range of the Env Depth is indicated by an orange
circular ➋ line starting at the currently set Coarse value.
• A white animated dot ➌ along the orange line indicates
the actual modulation value when you play a note (trigger
the Envelope), depending on the Envelope Curve.
Key Tracking: This is a button that toggles between two options:
• ON: The pitch of the incoming MIDI Note transposes the sample relative
to the Root Key defined in the Sampler Controls Area. ➋
• OFF: The pitch of the incoming MIDI Note has no effect on the pitch of the
sample. It always plays back the pitch defined by its Root Key. ➌
Bend Range: The selector opens a menu where you can select the maximum
range for the Pitch Bend between 0 ... 12 cents.
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Filter

The Filter section has the basic controls found on a VCF module ➊:

On/Off: on the Power Button to toggle the Filter ➋


section on/off.
Filter Type: on the selector to open a menu with 21
Filter Types ➋ with different Filter Slopes (6db/Oct ... 24dB/Oct)
and characteristics.
Cutoff: The control determines the Cutoff Frequency of the
filter with a range of 0% to 100%. ➌
Reso: The control determines the Resonance of the filter
with a range of 0% to 100%.
Drive: The control adds some distortion to the filter for a
more aggressive sound.
Env Depth: The bi-polar knob determines how much the Filter Envelope Generator
modulates (changes) the value of the Cutoff Frequency parameter ➌. It ranges from
-100% ... +100%. Please pay attention to the visual feedback on the Cutoff knob.
Keyscale: This control determines how much the pitch of the MIDI Note changes the value of the
Cutoff Frequency. The knob ranges from 0% to 100%, and you see the range as an orange concentric
line appear around the Cutoff knob increasing to both sides from the current Cutoff value. When you
play a MIDI Note, you will see the offset value as a white dot along that orange line. C3 corresponds to
no offset. Any higher note will increase the Cutoff value, and any MIDI Note below C3 will decrease
the Cutoff value, moving the white dot accordingly.

Amp
The Amp section has the basic controls found on a VCA module ➍:

Volume: The control determines the output level of the 



Q-Sampler with a range of -30dB ... 0dB.
Pan: The control determines the L-R stereo position of the 
 ➍
Q-Sampler audio output.
Polyphony: The selector opens a popup menu ➎ to choose how ➎
many voices you can play on the Q-Sampler (1 ... 64).
• Mono is the same as "Polyphony 1".
• Legato is a special Mono Mode where the Envelope ➏
Generators are not re-triggered when you play a phrase in
legato (pressing the next key before releasing the previous
key). The Envelope Generators passes through their
various stages in time without being re-triggered by the
new legato note.
• Polyphony: Select how many voices you can play at once on
the Q-Sampler (how many keys are pressed at the same
time).
"No Env Depth ➏: Please note that the Amp section has no Env Depth control because the Envelope
Generator below is always controlling the Amp.
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Envelope Generators
The Q-Sampler has three Envelope Generators (EG, Env), each one assigned to one of the modules Pitch ➊,
Filter ➋, and Amp ➌.

Stages Selector: This double-arrow selector ➍ lets you choose from four options that determine the
number of stages for that EG: Attack - Hold - Decay - Sustain - Release.
Change Values: You can change the values in different ways:
• the dot on the line
• the numeric value up/down
• on the numeric value, enter a number, and press .
Each time segment (A, D, H, R) can be set between 0ms ... 10,000ms.
The Sustain (being a level and not a time parameter) can be set between 0% ... 100%.
Assignment: The layout is visually very clear so each EG is placed beneath the module it is
controlling. Please note that for the EG of the Pitch and Filter to have an effect, you have to set the
corresponding Env Depth ➎ knob other than zero. The EG for the Amp ➏ is always enabled.
Velocity: The vertical Velocity Slider ➐ to the right of each EG determines how the Note-on Velocity
value of a note affects the max value of the EG's Control Signal.


➎ ➎

➊ ➋ ➌
➐ ➐ ➐

About the Velocity Slider ➑


Sending a Maximum Velocity (127) from a Note-on Message always corresponds to a 100% value
for the EG amplitude.
The percentage that you set on the Velocity Slider determines what happens when you send the
Minimum Velocity (1) from the Note-on Message. You subtract that value from 100%. ➑
Here are a few examples to demonstrate that:
Slider set to 0%: Sending Velocity 1 still sets the EG Amplitude to 100% (100-0=100)
Slider set to 30%: Sending Velocity 1 sets the EG Amplitude to 70% (100-30=70).
Increasing the velocity will increase the Amplitude all the way to 100% at Velocity 127.
Slider set to 90%: Sending Velocity 1 sets the EG Amplitude to 10% (100-90=10). Increasing the
velocity will increase the Amplitude all the way to 100% at Velocity 127.

The Velocity Slider on the Pitch EG and Filter EG have a percentage unit (0% ... 100%), and the Amp EG
displays dB units (0dB ... 48dB).

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LFOs ➊
The Q-Sampler has two LFOs (Low Frequency Oscillator) with
identical functionality. on the LFO 1 or LFO 2 tab ➊
to display the corresponding values in that section. ➋

On/Off: on the Power Button to
toggle the LFO section on/off.
Rate: The control determines the frequency
of the LFO between 0.12Hz ... 35Hz.
Tempo Value: If the musical note button is enabled, ➍
then the Rate control changes to set the LFO frequency
based on musical note values 32 .. 1/128t in relation to the
Project Tempo.
Fade In/Out: This knob provides two option values. on
the button ➋ to toggle between Fade In and Fade Out. That

means you can either set a time (0ms ... 9,999ms) the LFO
takes to increase from 0Hz to its rate or the LFO start with
the set Rate, and it takes the time (0ms ... 9,999ms) to slow ➏
down to 0Hz.
Phase: This control determines the Phase Offset between

0° ... 360°, where the LFO waveform starts.
Waveform: on the selector to open the menu ➌ and
choose the LFO waveform from the six options. The little

icon changes to show you a visual representation of the
currently selected waveform.
Bipolar/Unipolar: on the button ➍ to toggle between
a Bipolar waveform (produces positive and negative
values) and Unipolar waveform (produces only positive
values).
Mode: on the button to toggle between two modes:
• Poly: Every note you play starts an independent LFO
(if you play in polyphony of course).
• Mono: If you play multiple notes, then the LFO for
each note is “in sync” (“in phase”).
Key Trigger: on the button to toggle between two
modes:
• On: When you play a note, the LFO starts at the
Phase you set with the Phase knob.
• Off: The LFO is running “free” which means its Phase
can be anywhere when you play a note.
Amount: Set the amount, how much the LFO modulates the Target. You can set
it between -100% … +100% by moving the slider, the Amount value or to type in a number
value.
Target: the selector to open a popup menu ➎ and choose the Target that the LFO will be
modulating.
Via: the selector to open a popup menu ➏ and choose the controller that modulates the Amount
value. It sits in the middle between the Source (LFO) and the Target, for example, the Mod Wheel. In
that case, the single-value slider changes to a range slider ➐ with two independent values. The value
on the left is sent when the Via Controller is at its minimum position (ModWheel down), and the value
on the right will be sent when the Via Controller is at its maximum position (ModWheel up).
Quantize Modulation: The Target popup menu also contains the options to set the Quantize Modulation
for Sample and Loop start/end from the submenu ➑.

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Modulation Matrix

on the MOD MATRIX tab ➊ to switch the view of that section to the
Modulation Matrix view. You can configure four Source-Destination pairs:
➋ ➍ ➎
Source ➋: the selector to choose from the popup menu ➌ the
Source that will be modulating its Target.
Amount ➍: Set the Amount (Depth) how much the Source will
modulate the Target.
Target ➎: the selector to choose from the popup menu ➏ the
Target that will be modulated by its Source.

Initialize Synth Parameters


There are three levels of resetting the Q-Sampler:
Reset Parameter: on a control to reset it to its ➌
default position.
Initialize Synth Parameter: on the background of ➏
the Synth Controls Area that brings up a contextual menu
with a single command Initialize Synth Parameters.

Initialize Setting: When you on the Setting Menu ➐ in


the upper-left corner of the Plugin Window, you will see the
standard commands, including the Initialize Setting ➑. This
command will reset the entire Q-Sampler, which means the
current sample will be removed too.

Setting Menu
Plugin Window

Extended Area

on the disclosure triangle ➒ in the lower-left corner of the Plugin Window to open the Extended Area
with the two parameters for the MIDI Mono Mode, similar to other Synth Plugins.



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Sampler (EXS2020)

Introduction

FINALLY, the EXS24 Sampler has been updated after most of the other Logic Plugins have experienced a
face-lift over the last few years. Now the wait is over, and the EXS24 Sampler has made it into the 21st
century.

EXS24 "2000"
... a
loo
oo
ng
wa
it..
.

EXS24 "2020" = "Sampler"

Here are a few highlights:


The Plugin has a new name "Sampler"
A new flat blue-tone UI similar to the other Logic Plugins
Fully backwards-compatible to the existing EXS24 Library
The old EXS24 Plugin is not available any more, not even in the Legacy folder!
Same Sampler Instrument Files with same file extension .exs
Unified Plugin Window including the Sample Editor (Mapping)
Samples can use Flex Mode to maintain playback speed when playing transposed
Two Filters
4 LFOs
5 Envelop Generators - DAHDSR
Graphical Sample and Loop Editing
Simplified Modulation Matrix
Improved integration for Plugin-In Settings and Library Browser
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Single Plugin Window


Here is an overview of how the Sampler Plugin has been consolidated:
The Plugin Window ➊ of the new Sampler is the most "elaborate" of all the Plugin Windows so far
with five panels represented by five individual window panes that can be shown/hidden and resized
horizontally.
The first three panels contain the three components from the EXS24 Plugin Window, Synth ➋, Mod
Matrix ➌, and Modulator ➍.
All the sample mapping was done in the EXS24 in a separate window, the Instrument Editor ➎ that
could be opened by clicking on the edit button ➏ on the Plugin Window. That sample mapping with
extended functionality is now integrated into the Plugin Window as its own panel Mapping ➐.
The Sampler has a new panel Zone ➑ that shows the audio waveform of the selected sample and lets
you edit the sample parameters visually.
The Options menu ➒ in the EXS24 with various settings and preferences now has been moved as an
additional Sampler page to the Audio Preferences window ➓.


Preferences ➤ Audio ➤ Sampler

➓ Preferences

Plugin Window
EXS24 Plugin Window
➊ Sampler

Synth

Mod Matrix

Modulator

Instrument Editor Mapping


➎ ➐

➑ Zone

NEW
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The Sampler Concept


This chapter will not be a full tutorial on how to build a Sampler Instrument, but I want to start showing a
diagram about the basic concept of the new Sampler Plugin. This is basically the same as the EXS and most
other samplers.

Sampler: When you load a patch on a


Sampler, i.e., a piano instrument, you
actually load two components, the Sampler Instrument
➊ SamplerInstrument.exs ➌
Sampler Instrument File and the Audio
Files.
Sampler Instrument File ➊: The Synthesizer

Sampler Instrument File with the .exs file
extension (usually stored in the ➑ Pitch Filter Amp
Sampler Instruments Folder) contains
all the settings of the Sampler ➒ LFOs (4) Envelope Generators (5) Audio
Instrument but not the actual
Audio Files. ➓ Modulation Matrix

Audio Files ➋: The Sampler

Audio
Instrument File only stores a MIDI

reference of the used audio


➍ Sample Mapping
files, the path where they are
stored on the hard drive. This is usually
Group Zone Group Zone
a separate Samples folder.
Sampler Instrument ➌: The Sampler ➏ Zone ➏ Zone
Instrument, the patch of a specific sound Zone Zone
(i.e., a piano), has two components, the
Sample Mapping and the Synthesizer. ➎ ➎
Sample Mapping ➍: The Sample
Mapping itself contains two components,
Groups and Zones.

Zones ➎: Each Audio Sample that is


used with the Sampler has to be ➋
assigned to a single Zone. The Zone
contains all the parameters what key
AudioFiles.aiff
and velocity is is assigned to and
on how to play back the audio file. Samples
Groups ➏: Zones themselves have
to be assigned to a Group which
provides additional parameters on how to play back the Zones in that Group. All Zones can be
stored in a single Group, or you can create multiple Groups, which could function as additional
instruments to play at the same time like layers, or you can switch to play one Group at a time. For
example, one Group contains all the sustain samples of a string instrument and another Group
contains all the Zones with pizzicato samples assigned to it. There are a lot of configuration
options.
Synthesizer ➐: The second component of a Sampler Instrument is the Synthesizer with similar
modules as an analog synth, but instead of a VCO, the sound source are the audio samples. These
modules let you shape the audio signal from the audio file.

Pitch - Filter - Amp ➑: These are the three standard modules on a synth
LFOs & EG ➒: The 4 LFOs (Low Frequency Oscillator) and 5 EGs (Envelope Generator) can
modulate the three modules Pitch, Filter, Amp, and other components.
Modulation Matrix ➓: The extensive Modulation Matrix lets you set up Modulation Source-
Destination pairs with optional Via Controllers.

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User Interface
The User Interface of the Sample is extremely "flexible", everything packed into the Plugin Window.

Five Panels
The window has five buttons ➊ on top that are always visible. They represent the five panels that can be
shown/hidden individually.

on the button to enable it (if it was hidden) and scroll it into view.
on the button to toggle its vertical zoom.
on the button to only show that panel and hide the other four panels.
the yellow dot to hide that panel from
the Plugin Window and the dot again
or the button to show that panel.

Zoom - Resize - Scroll ➊
Please pay attention to the Zoom and Resize
functionality because there are some new ➒
conventions for the Plugin Window:
Resize & Zoom: the side ➋ or the
corner ➌ of the Plugin Window to resize
the window, which will automatically zoom
the content gradually. Or you
can use the View Selector ➍
to choose a specific Zoom

Factor.
Resize Vertically: When you
the top or the bottom
edge ➎ of the Plugin
Window, you can now resize ➐ ➋
the Plugin Window vertically
without zooming.
Resize Panels: When you
move the mouse cursor over
the divider line between two
panels, then you can it
up/down ➏ to resize the ➑
two panels vertically.
Double Scroller: When the
vertical size of the Plugin
window can't show all the
Panels, then you can drag the
Vertically Scroller ➐ on the
right side of the Plugin
Window. Make sure to point
exactly that edge because if a
panel itself can't show all its content, then
it also has a Vertical Scroller ➑.
Additional Views: Some panels have ➌
buttons ➒ that let you show/hide ➎
additional views.

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Synth

The Synth has all the controls to shape the sound of the sample similar to the three sections on an analog
synth, VCO (Pitch ➊) - VCF (Filter ➋) - VCA (Amp ➌). It controls the sound of the sampler, the audio signal
coming from the Mapping Panel.
The Details button ➍ in the upper-right corner lets you toggle the Details View ➎ with additional controls that
slide out below the Main View.

Main View

➊ ➋ ➌

Details View ➎
Pitch
The Pitch section ➏ has the basic controls found on a VCO: ➏
Tune: The bi-polar knob transposes the entire instrument between -24
semitones ... +24 semitones (±2 octaves).
Fine: The bi-polar knob transposes the instrument between -50 cents ... +50
cents. (±½ semitone).

Different from EXS24



As you can see on the screenshot, the Pitch section ➐ on the
EXS24 has quite a few more controls that are now gone on the
simplified Pitch section of the new Sampler.
Here are the differences between EXS24 and the Sampler in the
EXS24
Pitch Section.

Velocity Offset (moved): This parameter has been moved to the Details section ➎.
Hold via (gone): reassign Sustain pedal functionality.
X-fade Amount and Type (moved): These parameters have been moved to the Mapping Panel ➤
Group Table View ➤ Key Range.
Remote (moved): This parameter has been moved to the Details section (Course Tune Remote). It
remotely changes the pitch of complete instruments in real-time. You can define a key on your MIDI
keyboard that is used as the“reference,” pitch. After the reference pitch is set, playing any of the keys
in a range of ±1 octave above or below this key changes the pitch of the entire instrument, instead of
triggering a sample. This is similar to the Pitch Bend function but is quantized to semitones.
Random (moved): This parameter has been moved to the Details section labeled Random Detune.
Pitcher (different): A fixed-pitch offset (a specific semitone) slide above or below.
That separate control is not really necessary because the same effect can be achieved by using a
separate Env>Pitch modulation with the Velocity as the Via Controller ➑.


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Filter 1 & 2
The Filter section has the basic controls found on a VCF:

The Sampler now has two (identical) Filter sections ➊ that you can use in series or
parallel ➋. ➐

➊ FIlter 1 ➎ Blend
➊ FIlter 2

On/Off: on the Power Button to toggle each Filter on/off.


Filter Type: on the selector to open a menu ➌ with 21 Filter Types with
different Filter Slopes (6db/Oct ... 24dB/Oct) and characteristics.
Cutoff: This control determines the Cutoff Frequency of the filter with a range of 0% to 100%.
Reso: This control determines the Resonance of the filter with a range of 0% to 100%.
Drive: This control adds some saturation/distortion to the filter for a more series
aggressive sound.
Filter Signal Flow: on the button ➋ to select if the two filters are placed in
series or parallel ➍. ➍ parallel
Filter Blend ➎: If the Filter Signal Flow is set to parallel, then this control will be
active where you can adjust the balance between the signal level from Filter 1 and
Filter 2.

Different from EXS24


Here are the differences between EXS24 ➏ and the Sampler in the ➏
Filter Section:
Fat (moved): The fat button (for Low Pass Filter to compensate
for the loss of low frequency when using a high Resonance ➑
value) is now embedded in the choice of the various Filter
Types ➐, for example, 6dB LP Lush Fat.
Cutoff+Reso Link Button (gone) ➑: This convenient button is
not available anymore. You could up/down to change the
Cutoff, left/right changes Resonance or diagonal to adjust EXS24
both parameters at the same time.
Key (moved): This control determines the amount of how much the MIDI Note Number (Source)
modulates the Cutoff Frequency (Target). At 100%, playing an octave higher will increase the Cutoff
Frequency by 1 octave. This dedicated control has been removed because you can create that in the
Modulation Matrix ➒.


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Amp
The Amp section ➊ has the basic controls found on a VCA: ➊
Volume: This control determines the output level of the Sampler with a
range of -60dB ... 0dB.
Pan ➋: This control determines the L-R stereo position of the Sampler audio
output.

Different from EXS24


Here are the differences between EXS24 ➋ and the Sampler in the Amp Sections:
EXS24
Key Scale (moved): This parameter is now listed in the Details View as Amp Key ➋
Scale.
Env1 Amp (moved): Instead of Env2, now Env1 ➌ is hard wired to control the
Level of the Amp section.
via Vel (moved): This parameter is now a vertical slider on the Evn1 ➍.

Smart Controls

If you open the Smart Controls Pane in Logic's Main Window ( ) or the standalone Smart Control Window
( ), you have access to some of the controls of the Sampler's Synth Panel without opening the Sampler
Plugin Window.


Smart Controls
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Details

the Details button ➊ in the upper-right corner to toggle the Details View ➋ with additional
controls that slide out below the Main View. ➊

Pitch Related
Transpose: You can transpose the instrument between -24 ... +24 semitones (±2 Octaves).
Pitch Bend Up: Select a value 0 ... 12 semitones from the menu as the upper limit of the Pitch Bend
Wheel.
Pitch Bend Down: Select a value 0 ... 36 semitones from the menu as the lower limit of the Pitch Bend
Wheel. The additional option Linked uses the setting from the Pitch Bend Up parameter.
Glide: Set the value between 0 ... 5000ms, the time it takes to gradually slide the pitch from one played
note to another note (portamento).
Course Tune Remote: Select a key as the default pitch to use the keyboard as a "quantized" pitch
bend for the Sampler.

Velocity/Key Related
Sample Select Random: Set a range of ±127 on how much to change the Sample Select Modulation
randomly.
Velocity Random: Set a range of ±127 on how much the incoming Velocity value is changed randomly
Amp Velocity Curve (new): Change the velocity curve from linear to a bend curve ±20.
Velocity Offset: Add a velocity value of ±127 to the incoming Note Velocity.
Ignore Release Velocity (new): Set to ON, so the sampler ignores incoming Release Velocity.
Amp Key Scale: Add a level offset of ±24dB depending on the key range. Negative values increase the
level of lower notes. Positive values increase the level of higher notes.

Polyphony Related
Polyphony: Set the maximum number of voices 1 ... 99 that can be played at once. This is an increase
from the 64 voices limitation of the EXS24.
Used Voices: The number shows how many voices are currently used when you play the instrument.
Keep in mind that when playing a single note, it could use multiple voices when the instrument has
layers or a long Release Times for played notes.
Mode:
• Mono (multi-trigger) The Sampler can play only one note (voice) at a time (monophonic), which is
like "Polyphony 1".
• Legato (single trigger) is a special Mono Mode where the Envelope Generators are not re-triggered
when you play a phrase in legato (pressing the next key before releasing the previous key). The
Envelope Generators continue through their various stages in time without being re-triggered by
the new legato note.
• Poly: You can play multiple notes (polyphonic) up to the voice limit set in the Polyphony parameters.
The Envelope Generators are re-triggered with each new note.
Unison: When enabled, playing a note, all Voices are used (with a slight detune) to create a fuller
sound. Of course, this turns the Sampler into monophonic.
Random Detune: This parameter applies a random pitch offset to each played voice. It can be set in
the range of ±50cents.

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Modulators

The Modulators Panel displays the LFOs (Low Frequency Oscillators) and Envelope Generators (EG, Env).
Max: The Sampler can have up to 4 LFOs and 5 Envelope Generators.
Default: As a default, the panel displays 2 Env ➊ and 3 LFOs ➋.
Add/Remove: on the or button ➌ in the upper-right corner to add more LFO's or
Envelopes to the section or select a module ( on its header) and the button ➍ to remove
it. You can't remove the EV1 AMP module.
Rearrange: You can't rearrange the order of the modules.
GUI: Unlike the EXS24, now all Envelope Generators have the same controls, and all the LFOs have
the same controls.
Reset: on the background of an LFO or Envelope Generator and select Reset ENV or Reset LFO
to reset their parameters to their default values ➓.

➊ ➍ ➌

➓ ➐

➓ ➋ ➎

Envelope Generators
Here are the controls for the Envelope Generators:

Stages Selector (new): This selector lets you choose from five options ➎ that determine the number
of stages for that Env: Delay - Attack - Hold - Decay - Sustain - Release. A corresponding value is
dimmed if that stage is not used.
Values: You can change the values of the stages in different ways:
the dot on the line on the graph
the numeric value up/down
on the numeric value, enter a number, and press
Each time segment (D, A, D, H, R) can be set between 0ms ... 10,000ms.. The Sustain (being a level and
not a time parameter) can be set between 0% ... 100%.
Velocity: The vertical Velocity Slider to the right of each Envelope determines how the Note-on
Velocity value of a note affects (modulates) the max value of the Envelope's control signal that it
sends to the Target that it is modulating. For Env1 it has a dB range of 0dB ... 48dB ➏
(because it modulates the Amp) and for the other Envelopes, the slider ranges from 0%
... 100% ➐.
Attack Curve (new): When you move the mouse cursor over the attack segment, then
you can the line up/down to shape the Attack curve ➑.

Attack via Velocity (different): The Attack via Velocity feature ➒ is not available on the
EG anymore, but it can be created in the Modulation Matrix.

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About the Velocity Slider


The maximum Velocity value (127) sent from a Note-on message always corresponds to a 100% value
for the Envelope amplitude.
The percentage that you set on the Velocity Slider corresponds to the minimum Velocity (1) sent from
a Note-on message. You subtract that value from 100%.
Here are a few examples to demonstrate that:
Slider set to 0%: Sending Velocity 1 still sets the EG Amplitude to 100%. Velocity has no effect
on the Envelope (100-0=100).
Slider set to 30%: Sending Velocity 1 sets the EG Amplitude to 70% (100-30=70). Increasing the
velocity will increase the Amplitude all the way to 100% at Velocity 127.
Slider set to 90%: Sending Velocity 1 sets the EG Amplitude to 10% (100-90=10). Increasing the
velocity will increase the Amplitude all the way to 100% at Velocity 127.
LFO EXS24

Here are the controls for the LFO: ➌


Waveform: on the selector ➊ to open the menu and choose ➋
the LFO waveform from the six options ➋. The little icon changes
to show you a visual representation of the currently selected
waveform.
• Sine (new): That is a new option that the EXS24 didn't
have.

• Triangle: Same as EXS24 ➌.
• Saw (changed): The Ramp waveform from the EXS24 is
not available anymore, but you can create it by using

negative values for the Modulation Amount.
• Square (changed): The EXS24 had a second Square ➎
Wave, with a 180° Phase offset that you can now create
with the new Phase control.
• Random: A random (Sample&Hold) waveform.
• Random Smooth: A random (Sample&Hold) waveform "resulting in fluid changes to values"
Rate: This control determines the frequency of the LFO between 0.12Hz ... 35Hz.
Tempo Value: If the musical note button is enable, then the Rate control changes to set the LFO
frequency based on musical note values in relation to the Project Tempo 32quarters ... 1/128t.
Fade In or Out: on one of the two buttons to choose either a Fade In or a Fade Out for the LFO
frequency rate. That means you can set a time (Fade Length) the LFO takes to increase from 0Hz to
its frequency rate, or the LFO starts with the set frequency rate, and it takes the defined time (Fade
Length) to slow down to 0Hz.
Fade: This control sets the Fade Length from 0ms ... 9,999ms.

Phase (new): This control determines the Phase Offset between 0° ... 360° where the LFO waveform
starts. You can see the effect on the waveform graphics ➍.

Poly/Mono (new): on one of the two buttons to toggle between two modes:
• Poly: Every note you play starts an independent LFO (if you play in polyphony of course).
• Mono: If you play multiple notes, then the LFO for each note is “in sync” (“in phase”).
Key Trigger on/off (new): on the button to toggle between two modes:
• On: When you play a note, the LFO starts at the Phase you set with the Phase knob.
• Off: The LFO is running “free” which means its Phase can be anywhere when you play a note.
Bipolar Unipolar
Bipolar/Unipolar (new): on one of the two buttons ➎ to toggle between a
Bipolar waveform (produces positive and negative values) and Unipolar waveform (produces only
positive values only). Be aware that with in Bipolar Mode, the current Modulation Amount determines
the Amplitude above (or below) the x-axis of the waveform and, therefore, the total modulation
amount is actually twice the value. With the Unipolar mode the Amount value describes the total
amplitude of the waveform.

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Modulation Matrix

Modulation Routing Point?


A Modulation Routing Point on a synth represents a single modulation configuration where you use a Source
parameter (i.e., LFO Rate) to modulate (change) a Target parameter (i.e., Pitch). It has the following
components:
Source>Target: Modulation Source ➊ that sends its control signal to a Modulation Target ➋.
Amount (Max): You set the Amount ➌ (or Intensity, or Depth) how much the Source modulates the
Target when it reaches its maximum position. For example, peak on an LFO waveform, max. position
of a Mod Wheel, or value 127 of a Note-on Velocity.
Via Controller: The optional Via Controller ➍ is an additional Modulation Source that modulates the
Amount value ➌, so the Modulation Source (i.e., LFO) only modulates the Modulation Target (i.e.
Pitch), depending on the position of the Via Controller (between min ... max).
Amount (Min-Max): If a Via Controller is established, then the Amount parameter will have two
values ➎ instead of one ➏. One value is the Min Modulation Amount that the Source is sending to the
Target when the Via Controller is set to its minimum value (i.e., ModWheel down or Velocity=1). The
second value is the Max Modulation Amount that the Source is sending to the Target when the Via
Controller is at its maximum (i.e., ModWheel or Velocity =127). All the Amount values in between are
spread over the range of the Via Controller.

Modulation Matrix
A Modulation Matrix is usually a section on a Synth or Sampler where you can configure multiple Modulation
Routing Points.

Improvements
The concept of the Routing Matrix hasn't changed from the EXS24 ➐ to the Sampler ➑, but there are a few
important improvements:
Instead of 10 Modulation Routing Points, the Sampler now can have up to 20 connections.
There are a few new Modulation Source and Modulation Targets.
The UI has improved quite a bit, so it is much easier to configure the routing.

➑ Sampler

➊ ➋ ➌ ➍


EXS24 ➐
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User Interface
The UI (user interface) is now much more elegant and efficient:

➎ ➋

Default Connections: The Modulation Matrix already has two connections as a default when you
open a new Sampler Plugin.
Rows: Each connection is represented by a row ➊ with all its parameters listed on that row.
Add Connection: on the + Button ➋ in the upper-right corner to add a new row.
Remove Connection: on the background of a row to select it ( to select/deselect
additional rows) and then the - Button ➋ in the upper-right
corner to remove that row.

Sort: the header ➌ to sort the list by SOURCE, TARGET, or VIA. The
click toggles between ascending and descending, indicated
by the arrow ➍ next to the label. ➏
View Filter: The controls ➎ in the upper-left of the Mod
Matrix lets you filter the list to only display the rows that
match the search criteria:

• As a default, the selector displays Filter by... ➑
• on the selector to open a popup menu ➏ that shows all the Sources and
Targets that are currently used.
• Choose on option and it will be displayed ➐ on the selector.
• the Filter Button ➑ to toggle the display status between show list filtered or unfiltered.
Parameters

Here are the eight parameters available for each Routing Point ( and select Reset Slot ⓫ to reset it)

On/Off: on the Power Button to toggle the bypass of that Routing Point.
Source: the selector to open the popup menu and choose the Modulation Source.
Invert: the INV button to invert the values send by the Modulation Source.
Target: the selector to open the popup menu and choose the Modulation Target.
Amount: The Amount Slider can have one or two variable values:
Without Via Controller ➒: The left position of the slider is fixed at 0 Mod Amount. This is the case
when the Source sends its min value (i.e., Velocity=0). The right position of the slider represents
the Mod Amount when the Source sends its max value (i.e., Velocity=127).
With Via Controller ➓: The left position represent the Source Mod Amount when the Via
Controller is set to its MIN position (i.e., ModWheel down) and the right position represent the
Source Mod Amount when the Via Controller is set to its MAX position (i.e., ModWheel up).
Via Controller: the selector to open the popup menu (same values as Source popup menu) and
choose the Via Controller.
Invert: the INV button to invert the values send by the Via Controller.

Source Mod (Velocity value 0 ... 127 Fixed: Source 0 Source 127


Source Mod (Velocity value 0 ... 127 Via MIN Via MAX
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Source and Target Controllers


Here is a side-by-side comparison of the popup menu listing all the Source and Target options available for
the old EXS24 and the new Sampler.

SOURCE (VIA) TARGET

EXS24 Sampler EXS24 Sampler

New Sources New Targets


These are the new Modulation Sources available in These are the new Modulation Targets available in
the Sampler: the Sampler:
Random Sample End
LFO 4 Loop Start
Env 3-5 Loop End
Loop Position
Filter 2 (Cutoff, Resonance, Drive)
Filter Blend
LFO 1-4 (Rate, Fade, Phase)
Env 1-5 (All stages)
Relative Volume (gone)
Relative Volume (auto adjust) (gone)

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Initialize Synth Parameters

the Gear Button ➊ in the upper-right corner of the Plugin Window to open a popup menu ➋ with
three commands to manage the Synth Parameters. These are all the settings in the Synths Panel, Modulators
Panel, and Mod Matrix Panel.
Initialize Synth Parameter: All the parameters are reset to their default values.
Copy Synth Parameter without Mapping: Copy the value of all the Synth Parameters to the
clipboard.
Paste Synth Parameter without Mapping: Once you copied the Synth Parameters of a Sampler
Instrument to the clipboard, you can open a different Sampler Instrument in your Project and use this
command to paste those setting to that
Sample Instrument.
Import Synth Parameters without ➊
Mapping...: This command opens
the Open Dialog showing the
location ~/Music/Audio Music App/
Sampler Instruments/ where you can
choose any .exs file to import its
Synth Parameter.

Extended Area

on the disclosure triangle ➌ in the lower-left corner of the Plugin Window to open the Extended Area
with the two parameters for the MIDI Mono Mode ➍, similar to other Synth Plugins.
MIDI Mono Mode: Mono Mode is an expanded version of MIDI Mode 4 (Omni Off/Mono). It is used
for MIDI guitar applications allowing for six Omni Off/Mono channels to be used at once, one for each
string of the controller.
Mono Mode Pitch Range: “The chosen pitch bend range affects individual note pitch bend messages
received on all but the common base channel. The default is 48
semitones, which is compatible with the GarageBand for iOS
keyboard in pitch mode. When using a MIDI
guitar, 24 semitones is the preferable setting ➌
because most guitar to MIDI converters use
this range by default.”

There are three additional controls ➎ for
Modulation Ranges that are not shown by default.

You have to switch the Plugin Window view to
"Controls" ➏ (below the Side Chain selector), scroll all
the way down, and there, under the Modulation
Ranges, is a checkbox Show below Editor ➐.


Plugin Window


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Sample Mapping Sampler Instrument

Here is a look again at the diagram of the basic Sampler concept. So far, we
Synthesizer ➊
covered one of the two elements of the Sampler Instrument, the Pitch Filter Amp

Synthesizer ➊, which shapes the sound. However, before shaping any LFO Env

sound, we need a "sound" in the first place, and that leads us to the second Modulation Matrix
element of the Sampler Instrument, the Sample Mapping ➋.

Sample Mapping Sample Mapping ➋


Group Zone
The Sample Mapping is the component of a Sampler where you do the
Group
Zone Zone
following tasks:
Zone Zone
Audio Files: You choose a set of audio files ➌ (the samples) stored Group Zone
Zone Zone
on your hard drive that you want to use with your Sampler ➓ Zone
Instrument.
Zone
Zone

Zones: Each Audio File has to be assigned to its own component, Zone

called a Zone ➍.
Zone Parameter: One of the five buttons on top of the Sampler
Plugin Window is the ZONE ➎. This panel provides the various
playback parameters ➏ for the audio file that is assigned to the ➌
currently displayed Zone. Sample Start/Stop, Loop Start/Stop,
Fades, and the Audio Waveform ➐ of the audio file to perform the
adjustment graphically. Samples
Mapping: Another of the five buttons on top of the Sampler Plugin
Window is the MAPPING ➑. This opens the very extensive window pane ➒ where you arrange the
individual Zones along the keyboard with additional parameters. In addition, all the Zones are
grouped together into one or multiple Groups ➓ to create very elaborate mapping schemes for your
Sampler Instrument.

➑ ➎



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User Interface
Here are the main window elements on those two panels:

Mapping Panel ➊
Local Menus ➋: The upper-left corner has four Local Menus with lots of commands and status
options.
View Buttons ➌: On the far right of the menu bar are the View Buttons that let you switch the
Mapping Panel to show one of three views:

• Key Assignment ➍: This view shows all the available Groups on the left with the main
Group parameters on top, the Key Assignment for the selected Group in the middle, and the
main Zone Parameters at the bottom for the selected Zone.

• Group Table ➎: This view is a table showing all the available Groups (rows) with all their
Group parameters (columns).

• Zone Table ➏: This view is a table showing all the Groups on the left and all the available
Zone (rows) with all the Zone parameters (columns) for the currently selected Group.

Zone Panel ➐
Local Menus ➑: The upper-left corner has two Local Menus with lots of commands and status options.
Audio Waveform ➒: The middle shows the audio waveform of the audio file assigned to the currently
selected Zone with the on-screen controls to edit the parameters graphically.
Audio Parameter ➓: The bottom shows the ten Zone parameters that correspond to the on-screen
controls.

➊ ➐

Mapping Panel ➍ Keyboard View



Zone Panel

➎ Group View

➏ Zone View
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Mapping Panel - Menu Bar

Local Menus
The Mapping Panel has four Local Menus ➊ that stay in the Menu Bar regardless of which of the three views
(Keyboard, Group, Zone) you have selected.
Edit ➋: In addition to the basic cut/copy/paste and various selection commands, the menu has two
new commands that open a setup window to create Key Labels and Output Labels.
Group ➌: The menu has new commands for duplicating, merging, and creating a Cycle Group Chain.
Zone ➍: The Zone menu has the most new commands compared to EXS24.
View ➎: The original functionality of the View to show/hide parameters in the Group and Zone table
has been moved to the contextual menus of the table header (see below).

Preview Button
The Preview Button ➏ has two functionalities:
When enabled, then selecting any Zone will play the sample assigned to that Zone.
You can use the button to play any selected Zone. Just on it to enable.

Zoom Slider
The Zoom Slider ➐ is only functional in Key Assignment View and dimmed for Group and Zone View.

View Selector
With these three buttons ➑, you switch the Mapping Panel to show one of those views, Key Assignment
(default view), Group Table, and Zone Table.




➏ ➐ ➑

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Mapping Panel - Key Assignment View


The Key Assignment View has four sections:
Mapping Panel

➎ ➋
➌ ➏


➑ ➓

Group List ➊
The list on the left shows all the Groups that were created fo this Sampler Instrument. on the button on
top ➋ to show/hide that list.
Mute/Solo: You can mute or solo individual Groups.
Rename: a Group and the name will be highlighted so you can rename it.
Select: on a row to select that Group, so its main parameters are displayed on top in the Group
Parameters ➌ section. Its key assignments are displayed graphically on the right across the musical
keyboard ➍. You can select one or multiple Groups in the list to apply various commands from the
Local Edit Menu or Group Menu.

Group Parameters ➌
The row below the menu bar shows the currently selected Group with seven of its main parameters. You can
choose a Group from the selector ➎ if you prefer to hide the Group List ➋ to have more space for the
Assignment section.
You can mute and solo the Group here and set the main Group parameters ➏ in that row.

Key Assignment ➍
on a Group in the Group List ➊ or select it from the selector ➎ in the top row to display all the Zone
Assignments for that Group graphically along the musical keyboard ➐.
Select: on a vertical bar of on the corresponding key to select the Zone (the bar turns yellow). You
can select multiple Zones to edit their parameters at once, either in the Zones Parameter section of the
row below or choosing a command from the Local Zone Menu.
Key Range: the vertical bar (representing a Zone) to move that bar to a new key assignment or
the edge of the bar to change the left ("from") or right ("to") range of that assignment.
Velocity Range: the top or bottom edge of the vertical bar to change the velocity range for
that Zone.

Zone Parameters ➑
This row at the bottom displays the main parameters ➒ for the currently selected Zone ( on it or on the
keyboard, or choose a Zone from the selector ➓). You can select multiple Zones to edit a parameter for all
selected Zones at once.

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Zoom Slider Key Assignment Section

The Zoom Slider ➊ on the Menu Bar lets you zoom the
Key Assignment Section. the slider left/right or use ➊
the pinch gesture on your Trackpad.
When you zoom in, a Scroll Bar ➋ appears below the
keyboard to scroll to the out-of-view keys.

Color-coded Keys - Velocity


When you play a key with your MIDI Controller, the
keyboard will not only indicate that key, it will use a color
code ➌ from blue to red to indicate the Note-on Velocity.
Of course, the corresponding Zone will be selected. ➊

Mapping Panel - Group Table View


The Group Table View ➍ is pretty simple. It is a list of all the Groups created in the
current Sampler Instrument displaying their individual parameters for you to edit.
Rows: Each row represents a Group.
Columns: Each column represents a Group parameter.
Mute/Solo: You can mute and solo Groups by clicking on the corresponding
button.
Sort: on a Column Header to sort the list by that column. again to
toggle ascending and descending order indicated by an up or down arrow in
the header ➎.
View: on any header to open a contextual menu ➏ with a list of all the
parameters to choose which one to display on the table. ➏
Scroll: Scrollbars will appear on the right ➐ and on the bottom ➑ of the table
if it is to long or too wide to display all the content.


Mapping Panel - Group Table View

➎ ➍

➑ ➐
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Group Parameters
Here is a list of all the Group Parameters with their value range.
Group Parameters
Type Attribute Value Change from EXS24
I added some notes in the
Group Name double-click to rename
"Change from EXS24" column if a Mixer Volume -96.00dB ... 12.00dB
Parameter is new or has Pan -100 ... +100
changed from how it was listed Output Main, 1-2 ... 25-26
in the EXS24. Key Range Low C-2 ... G8
High C-2 ... G8
XFade 0 ... 127 Moved from Interface
XFade Type contextual menu Moved from Interface
Vel. Range Low C-2 ... G8
High C-2 ... G8
XFade 0 ... 127 Moved from Interface
XFade Type contextual menu Moved from Interface
Round Robin On on/off New Parameter
Cycle contextual menu New Parameter
Enable By ArticulationOn on/off
Value 0 ... 254
Enable By Bend On on/off
Low -128 ... 127
High -128 ... 127
Enable By Channel On on/off
Value 1 ... 16
Enable By Control On on/off
Value 0 ... 127
Low 0 ... 127
High 0 ... 127
Enable By Note On on/off
Value C-2 ... G8
Enable By Tempo On on/off
Low 25 ... 250 BPM
High 25 ... 250 BPM
Release Trigger On on/off Moved from Voices Type
Decay on/off Moved from Voices Type
Time 0 ... 10,000ms Moved from Voices Type
Playback Voices Max, 1 ... 16
Exclusive -, Class 1 ... Class 16
Env 1 Offsets Delay -9999 ... +9999
A -9999 ... +9999
H -9999 ... +9999
D -9999 ... +9999
S -50 ... +50
R -9999 ... +9999
Env 2 Offsets Delay -9999 ... +9999
A -9999 ... +9999
H -9999 ... +9999
D -9999 ... +9999
S -50 ... +50
R -9999 ... +9999
Filter Offsets Cutoff -50 ... +50
Reso. -50 ... +50
Playback Details Sample Select -127 ... +127 New Parameter
Random Offset
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Mapping Panel - Zone Table View


The Zone Table View functions similar to the Group Table View.

Group List: On the left, you have an additional list showing all the Groups ➊. Select a Group to
display the Zones in that Group on the table next to it.
Zone List - Rows: Each row on the right table represents a Zone.
Columns: Each column represents a Zone parameter. ➌
Sort: on a Column Header to sort the list by that column. again to
toggle ascending and descending order ➍ indicated by an up or down arrow in
the header.
File Missing: The orange exclamation mark column appear if one of the
assigned Audio Files is missing. ➎
View: on any header to open a contextual menu ➎ with a list of all the
parameters to choose which one to display on the table.

Mapping Panel - Zone Table View



About Scrolling
Scroll bars will appear on the right ➏ and on the bottom ➐ of the table and also for the Group List to the left if
the table cannot display all entries. Keep in mind that the appearance of the scroll bars depends on your
setting in the General System Preferences ➑.
Also, keep in mind that you can resize the height of the Mapping Panel and the height of the Plugin Window
itself. Make sure to aim really precisely on the divider line for the Resize Tool to appear.

General System Preferences

➏ ➏


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Zone Parameters
Here is a list of all the Zone Parameters with their value range.
I added some notes in the "Change from EXS24" column if a parameter is new or has changed from how it was
listed in the EXS24.
Zone Parameters
Type Parameter Value Change from EXS24
Zone Name double-click to rename
Audio File Missing
Name File Selector
Pitch Key C-2 ... G8
Tune -50 ... +50 Combined form Coarse and Fine values
Key Range Lo C-2 ... G8
Hi C-2 ... G8
Vel Range Low 0 ... 127
High 0 ... 127
Mixer Volume -96.00dB ... 12.00dB
Pan -100 ... +100
Scale -6 ... +6
Output Group, Main, 1-2 ... 25-26
Playback Pitch on/off
1Shot on/off
Reverse on/off
Flex On on/off
Follow Tempo on/off
Speed 1/8 ...1 ... 8
Group Assignment Selector
Sample Start 0 ... n
End Read Only
Fade In 0 ... n Only available as a single fade
Fade Out 0 ... n Only available as a single fade
Anchor 0 ... 10,000 Was part of the Playback Type
Loop On on/off
Mode Forward, Reverse, AlternateNew Parameter
Start 0 ... n
End 0 ... n
Tune -50 ... +50
XFade depends on loop position
Eq.Powr on/off
Audio File Tail Missing
Name File Selector
Tune -50 ... +50 New Parameter
Volume -96.00dB ... 12.00dB New Parameter
Start 0 ... n
End 0 ... n

New Mapping
The same way you can initialize just the Synth Parameter, you can also
initialize the Mapping, which means you can remove all Groups and
Zones in your current Sampler Instrument. ➋
the Gear Button ➊ in the upper-right corner of the Plugin
Window and select from the popup menu New Mapping ➋.


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Zone Panel
Although the Zone Panel ➊ can be shown/hidden as a separate window element on the Sampler Plugin
Window, it "works together" with the Mapping Panel ➋. Any Zone that you select ➌ in the Mapping Panel will
show the waveform ➍ of the audio file that is assigned to that Zone. This way you have a quick visual
reference of the audio waveform and can adjust those main parameters directly on the waveform using the
on-screen controls or adjust the numeric value fields. If no Zone is selected in the Mapping Panel, then the
Zone Panel will be blank.

Mapping Panel

➎ ➊

➍ Zone Panel

➐ ➑

Interface Selection
The panel has three sections: In addition to automatically select the Zone from
Menu Bar ➎: The Zone Panel has its own two the Mapping Panel, you have two selectors on the
Local Menus and some controls on the right Zone Panel itself:
➏. Zone Selector ➐: The selector shows the
Waveform ➍: The main area is the name of the currently selected Zone. on
waveform with on-screen controls of the the selector to open a popup menu with all
audio file that is assigned to that Zone the Zones of the currently selected Group (in
Parameters ➐: The section below the the Mapping Panel) so you can choose to
waveform has the main selectors and the display a different Zone.
main parameters of the currently selected File Selector ➑: The selector next to it
Zone.
 displays the Audio File that is assigned to
this Zone. on the selector to open a
popup menu with three options. Load a
different Audio File to that Zone, Reveal the
current Audio File in the Finder, or open it in
Logic's Audio File Editor.

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Menu Bar
These are the controls on the Menu Bar:
Local Menus: The content of the two Local Menus ➊ changed quite a bit from EXS24 and now has
new commands or configurations regarding the Zones.
Snap: The Snap Selector opens a menu ➋ that offers three behavior options when dragging the on-
screen Markers along the waveform.
Zoom ➌:
Vertical Auto Zoom: Please pay attention to this special functionality. When enabled , then
the waveform zooms in vertically so the highest level of the displayed waveform segment uses
the entire y-axis. That means when you scroll horizontally, for example, on a release note of a
piano sample, the amplitude will constantly visually adjusted for the highest resolution.
Horizontal Auto Zoom: Enable this button to zoom out horizontally to show the entire length
of the sample for the available width of the window.
Horizontal Zoom Manually: You can use the Pinch Gesture on your Trackpad or left/
right to zoom in/out of the waveform horizontally. This action will disable the Horizontal Auto
Zoom Button . A scroll bar appears when you zoomed into the waveform so you can scroll left/
right.



➎ ➏
➐ ➑

➒ ➓

Parameters
These are the sample-related Zone Parameters listed below the waveform ➍. Seven of them can be edited
graphically with on-screen controls on the audio waveform.
One Shot ➎: Disabling the One Shot button enables the Loop. If One Shot is enabled, then the row with
the Loop parameters is dimmed, and the Loop Markers on the waveform disappear.
Reverse ➏: Enable the Reverse button to play back the sample in reverse. The Loop Mode is not
affected by this setting.
Flex Parameters: Three parameters for Enable Flex , Follow Tempo, and Speed.
Sample Start/End/Length ➐: Set the start and end in reference to the Audio File Timeline, where the
sample should start and stop. The Length parameter is just an alternate way to set the stop time.
Fade In/Out ➑: You can add a fade at the Sample Start and Sample End .
Loop Start/End/Length ➒: Set the start and end position of the Loop.
Crossfade ➓: Create a crossfade at the Loop End/Start.
Loop Mode ⓫: Select from the menu how the Loop is played back, Forward, Reverse, or Alternate (which
means back and forth).

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Seven Markers
You have seven Markers available on the waveform that are attached either on top or below a vertical line.
They correspond to the seven parameters listed below. You can either edit those values graphically by
dragging the markers or change the numeric values by dragging them up/down or entering a specific
number.

• Sample Start Marker: this marker to change where the Sample should start playing back.
• Sample End Marker: this marker to change where
the Sample should stop playing back.

• Fade In Marker: The marker is positioned at the ➊


Sample Start Marker by default. it to the right to
create a fade in with a length depending on how far you
slide it to the right. The waveform changes its amplitude
accordingly and also shows a dimmed overlay ➊ of the
original waveform.

• Fade Out Marker: The marker is positioned at the Sample End Marker by default. it to the left
to create a fade out with a length depending on how far you slide it to the left.

• Loop Start Marker: The Loop Start Marker is only visible if One Shot is not selected. it to the
position where you want to place the Loop Start.

• Loop End Marker: The Loop End Marker is only visible if One Shot is not
selected. it to the position where you want to place the Loop End.

• Loop Crossfade Marker: The Loop Crossfade Marker is placed at the


bottom of the Loop End Marker by default. it to the left, and you will ➋ ➌
see a shaded area before the Loop Start ➋ and before the Loop End ➌
indicating the crossfade area between these two positions.

Tools
The mouse cursor changes to different icons (some with modifier keys) depending on what Click Zone you
move the cursor over. These Tools indicate the functionality of the cursor:

• Move Tool: The cursor changes to the Move Tool when you on a Marker or the extended
vertical line.

• Slide Tool: The cursor changes to the Slide Tool when you do the following:

• the Sample Start Marker or Sample End Marker to move the Sample Start and End Marker
together left or right, including the Loop.
• the Loop Start Marker or Loop End Marker to move the Loop Start and End together or
the area inside the Loop.
• the Fade In Marker or Fade Out Marker to move the Fade In and Out at the same time.

• Zoom: inside the waveform to zoom into the dragged area. inside the
waveform to zoom out one level.

Local View Menu


You can set the time units to Seconds, Samples, or Beats in the Local View Menu ➍. This ➍
effects the x-axis of the waveform but also the numeric values displayed on the
Zone Panel.

Please note that all the Zone parameters are also listed and can be edited in the
Zone Table View of the Mapping Panel.

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Loading Samples (Audio Files)

There are multiple ways on how to import audio files based on two different procedures:
Load Audio File command: An Import Dialog ➊ opens with optional commands ➋.
Drag & Drop: You can audio files to the Sampler Window from the Finder or from inside Logic
like the All Files Browser, the Loop Browser, or a Region from the Track Lane.

With any procedure, you can load a single audio file or multiple audio files at once. The outcome, what Zones
will be created (Root Key, Key Range), varies depending on the procedure.

Import Dialog Import Dialog


Using the Load Audio File... ➌ command opens
an Import Dialog that provides a few

options:
the Options ➍ button in the
lower-left corner to show/hide
additional controls ➋.
the Play ➎ button to audition the ➏
selected file. ➎
The file format ➏ of the selected file ➋
will be displayed: File Format,
Sample Rate, Bit Depth, Channel ➍
Format, Length.
Hide used audio files: Any audio files that are already loaded to the current Sampler Instrument are
dimmed.

New Audio File (Zone)


When you start with an empty Sampler Instrument ➐, use the command Mapping Panel ➤ Zone Menu ➤ Load
Audio Files...
Logic creates a new Zone at the key next to any existing Zone and assigns that audio file to it. That key will be
the Root Key with a single-note Key Range.

Mapping Panel - Zones Table View



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Replace Audio File


To replace an audio file that is assigned to a Zone you can use any of the following commands:
Mapping Panel ➤ Zone Table View ➤ AUDIO FILE column ➤ Load Audio File... ➊
Zone Panel ➤ File Selector ➤ Load Audio File... ➋.
a file onto the existing Zone in the Key Assignment View.
a file onto the waveform in the Zone Panel of a selected Zone.

Drag & Drop - Zone Panel

You can also an audio file onto the empty waveform area in the Zone Panel.

If you one or multiple files, it will create a new Group for that file(s).
The new Zone(s) will have a single-key Key Range.
The first Zone will be placed on C2.
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Drag & Drop - Key Assignment View


You can drag one or more audio files onto the Key Assignment area ➊ of the Mapping Panel. There is a
special dragging rule you should be aware of before you release the mouse:
left/right to position where the Root Key of the newly created Zone will be. The corresponding
key on the keyboard turns yellow ➋ as guidance.
the file vertically to determine the Key Range of the newly created Zone. If you position the
mouse cursor on the keyboard (all the way down), then the new Zone will have a one-note Key Range
identical to the Root Note. The higher you position the mouse cursor, the wider the Key Range will be.
This will be indicated by green keys centered around the yellow Root Key. The maximum Key Range
will expand to one octave ➌, and if you drag up a bit further, the entire keyboard turns green ➍, and
the Zone with that Sample extends to the entire keyboard range.


Drag & Drop - Zone Table View

You can also an audio file on the Zone Table View ➎. This will create a one-note Key Range Zone placed
next to the existing Zone.


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Advanced Drag & Drop

The new Sampler has some additional drag&drop options that appear when you a file anywhere on the
Sampler Plugin Window except the Key Assignment area. Two hot spots ➊ appear on top of the Plugin
Window that provide a total of four options when you drag your file over those hot spots.
If you import a sample this way, then the Zone Panel will automatically open if it was hidden before.

Sampler Plugin Window

Chromatic
"Map to keys chromatically from C2. Use original looping, length, tuning and loudness".
If you drag the audio file(s) over left drop zone ➋, it will change and give you two drop zones to choose from:

Zone per File ➌: A new Group named Drag&Drop will be created with new Zones, one for each audio
file with a one-note Key Range, starting at C2. The audio files will not be altered and any loop
information contained in the file will be used.
Split at Silence ➍: A new Group will be created for each audio file, named after that audio file. If an
audio files has silence between signals (i.e., an audio file with three individual sounds or sound effects
with pauses in between), then Logic creates multiple Zones assigned to that same audio file with their
Sample Start/End adjusted to play the individual section of that audio file.

Sampler Plugin Window

➌ ➍


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Optimized
"Map to keys based on analyzed pitch. Crop silence, search for loop points, optimize tuning and loudness".
If you drag the audio file(s) over the right drop zone ➊, it will change and give you two drop zones to choose
from:

Zone per File ➋: A new Group named Drag&Drop will be created. Logic analyzes the files, and based
on its analyzes, creates Zones with the correct Root Notes, Key Ranges, Loop Ranges, etc. Of course,
as with all "automated" procedures, your milage may vary.
Zone per Note ➌: Maybe the label should be named "Group per Note". For each audio file, Logic
creates a new Group named after that audio file. Each group will have one or multiple Zones
assigned to the same audio file, but configured based on the analyzes.

Sampler Plugin Window

➋ ➌

When using the Optimized feature, the Plugin Window will be temporarily blurred during the import and
analyzing showing a yellow Importing... progress bar ➍ with the Cancel button to stop the analysis.

Sampler Plugin Window


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File Management

Copy files to Project


Because the Sampler is using "external" audio files that are not stored with the Sample Instruments (only
referenced), it might be a good idea to keep all those files together with the Project for data integrity. That
means if you move the Project around, the samples are always with the Project avoiding to end up with
missing files.
Save Dialog


Settings
There are a few components you have to keep an eye on:

Save Dialog: When you save your Project the
first time, you will have various options in the
Save Dialog ➊ what files are copied to the
Project. Make sure to enable the checkbox ➌
"Sampler audio data" ➋ which includes all the
Samples of your own Sampler Instruments but not Assets Project Settings
any of the Logic Library. For that, you also have to
enable the checkbox "Include Apple Sound Library
Content" ➌. 

Attention: Logic 10.4.8 saved the Sampler
Instrument and the Samples to the Project Folder
as separate files, now in 10.5 only the Samples ➍
(audio data) are saved to the Project Folder. The
Sampler Instruments seem to be stored with the
Project File (similar to Ultrabeat).
Assets Settings: If you changed your mind later
(enable or disable the checkbox), you could still
change those checkboxes in the Project Settings > Assets ➍.
Consolidate: To make sure you include all the files, you can use the menu command File > Project
Management > Consolidate... ➎ at any time. Consolidate Dialog

Media Folder
When you look in the Project File ➏ (Packaged or Folder) you can see Project File Content
two subfolders in the Media folder: ➏
Sampler Instruments ➐: This folder contains the Sampler Instrument
Files (.exs)

Samples ➑: The Samples folder contains individual subfolders with the
name of the Sampler Instrument containing all the samples for that
specific Sampler Instrument they belong to.

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New File Management EXS24

You might have noticed that the file


management for the EXS24 was already a bit
special. In addition to saving a Sampler ➊
Instrument as a Plugin Settings File (.pst) like all
the other Logic Plugins, it had its own file format,
the Sampler Instrument File with the .exs file
extension. For that, the Plugin Window of the
EXS24 had its own File Browser that you
accessed with that little window ➊ above the filter section.
The new Sampler Plugin got rid of that interface, and the entire file management is now
a little bit; let's say "different". You still have to pay attention to the new rules and the
implementation because it is still somewhat confusing.

Sampler Plugin Window


New Rules
Here are the new rules:

No Plugin Settings: The new Sampler Plugin is now
the only Logic Plugin that can't be saved as a Plugin
Settings File (.pst).
Sampler Instrument File ONLY: If you save your
instrument in the Library Browser ➋ or the Setting Menu ➌ of the
Plugin Window, you always save it as a Sampler Instrument File, the
one with the .exs file extension.
New Default Location: The Save Command opens a Save Dialog with
the Finder destination set to 

~/Music/Audio Music Apps/Sampler Instruments/
Custom EXS Files: When you open the Setting Menu ➌ in the Plugin ➏
Window or the Library ➋ (with the little blue Library Focus Triangle ➍
pointing at the Sampler Plugin Slot), you will see the content of that
Sampler Instruments folder, all the exs files.
Factory EXS Files: At the bottom of the list are two additional folders ➎
containing all the exs files that come with Logic
and GarageBand ➎.
Library Browser
Legacy Custom EXS24 Plugin Settings: If you
have saved EXS instruments as Plugin Settings
Files (.pst) in the past, then those files are still on
your drive in the folder


~/Music/Audio Music Apps/Plug-In Settings/EXS/.
Those files are still displayed ➏ in the Library ➋
Browser and the Settings Window, above the
Sampler Instruments Files with a divider line in
between.

Dummy Files: I added two dummy files in both
directories to indicate what type of files are listed
above and below the divider line (_EXS PLUGIN
SETTINGS_ and _SAMPLER INSTRUMENTS_).
Customize: Please note that you can use emojis
in your file names, and you can also create ➎
subfolders in the Sampler Instruments folder to
better organize your Sampler Instrument Files.
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Finder Location
Here are a few screenshot of the Finder to show the various file locations:

This is the old (legacy) location if you have ever saved your EXS Instruments as Plugin Settings.
~/Music/Audio Music Apps/Plug-In Settings/EXS/

Plugin Settings

This is the location of the Sampler Instrument, which is the same as it was used with the EXS24 Plugin. So if
you saved exs files previously, you would still have access to those files from the new Sampler Plugin.
~/Music/Audio Music Apps/Sampler Instruments/

Sampler Instrument Files

This is the location of the corresponding samples for the corresponding Sampler Instruments (if you chose
to also save the Samples with the Instrument). The samples are groped in subfolders for each Sampler
Instrument.
~/Music/Audio Music Apps/Samples/

Audio Files

Nothing has changed with the location of the factory sounds. One folder for the Sampler Instruments and
one fr the samples
/Library/Application Support/Logic/Sampler Instruments/
/Library/Application Support/Logic/EXS Factory Samples/

Audio Files

Sampler Instrument Files


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Save Dialog
Using the Save ➊ button on the Library Browser or any of the Save As ➋ commands in the Setting Menu of the
Plugin Window will open the Save Dialog ➌ with the ~/Music/Audio Music Apps/Sampler Instruments/ pre-
selected where it saves the new Sampler Instrument (not the samples!). If you enable the checkbox "Save with
audio data" ➍, then Logic also saves all the samples, but in a different location. It creates a new folder with the
same name that you give the Sampler Instrument ➎ and saves it in ~/Music/Audio Music Apps/Samples/. All
the samples are now copied to that new folder and the Sampler Instrument saves the pathname for all its
samples to that location.
Plugin Window
Library Browser


Save Dialog


Search ➐
The Setting Menu now also has a new command Search Filter... ➏ a
functionality from the EXS24.

on the Search Filter... command to open a Filter Dialog where


you can enter a word, i.e., Electric ➐.
Now when you open the Setting Menu again, you will see that
the list of available Sampler Instruments has changed ➑.
However, instead of listing all the instruments with "Electric" in
their file name, the list keeps its original folder structure, and you
can navigate in the usual ways, but find only folders and
subfolders that contain instruments with a match.

You can the Search Filter... ➒ command again to enter a new ➒
search word or click the Clear Search Filter: "..." ➓ command to ➑
remove the search restriction. 

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Preferences

EXS24
The EXS24 had two windows, Preferences and Virtual Memory,
tugged away that you could access by clicking on the options ➊
button and then choose the corresponding Menu command ➋. ➋
Now the settings on those two windows are available on the
new Sampler page of the Audio Preferences as Misc ➌ and Virtual
Memory ➍

Misc

➌ ➍

Sample Storage: Determines how samples are loaded into RAM:


Original: Samples are loaded into RAM at their original Bit Depth and are
converted in real-time for playback at Logic's default Bit Depth of 32-bit float.
32-Bit Float: Samples are loaded into RAM as 32-bit float, so there is no need for real-time
conversion during playback. Make sure you have enough RAM.

Search samples on: Determines the locations on your system where the Sampler searches for instrument
samples when loading an instrument:
Local Volumes: Search on Internal or External Volumes.
External Volumes: Search on Network Volumes (increases search time).
All Volumes: Search on both Internal, External, and Network Volumes.

Read root key from: Sets the method used by the Sampler to determine the Root Key or Velocity (or
both) of loaded audio files:
File/analysis: Initially reads information about root key/velocity from the audio file itself (in the
header of the AIFF or WAV file). If this method doesn’t provide useful results, the initial transient
in the file itself is analyzed for velocity and is applied as the velocity. The Root Key is derived from
the initial pitch. C3 is automatically assigned to the Zone as the Root Key if no pitch is detected.

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Filename/analysis: A smart analysis of the filename is performed to detect a Root Key/Velocity. If this
method doesn’t provide useful results, the initial transient in the file itself is analyzed for velocity
and is applied as the velocity. The Root Key is derived from the initial pitch. C3 is automatically
assigned to the Zone as the Root Key if no pitch is detected.
Filename only: Reads from the filename only. If no Root Key/Velocity information exists, C3 is
automatically assigned to the Zone as the root key.
File only: Reads from the file header only. If no Root Key/Velocity information exists, C3 is
automatically assigned to the Zone as the root key.
Analysis only: Analyzes the file only and applies a velocity based on the initial transient level. The
root key is derived from the initial pitch. C3 is automatically assigned to the Zone as the Root Key
if no pitch is detected.

Root Key at File Name Position: Determines how the Sample extracts the Root Key information from a
sample's file name:
Auto: Provides a smart analysis of numbers and keys from the filename. A number in the filename
can be recognized, regardless of its format —60 and 060 are both valid. Other valid numbers
range between 21 and 127. Numerical values outside of these are generally just version
numbers. A key number is also a valid possibility for this use —C3, C 3, C_3, A-1, #C3, or C#3, for
example. The possible range is C-2 up to G8.
Numeric value: The number determines the character position in a filename where the Root Key is
indicated.

Keep common samples in memory when switching projects: Keep the checkbox enabled to save
loading time when switching Projects.

Virtual Memory

Active: Turns on the Virtual Memory feature.

Note: If you have enough physical RAM to hold


all samples for a project, you can improve
performance by deselecting the Active
checkbox. In projects with lots of audio tracks
playing and relatively few EXS instances, this
may affect performance. If the Active checkbox
is deselected and there is insufficient RAM to
hold all samples, Logic Pro X swaps data to and
from the disk, which degrades performance.
Deselecting the Active checkbox also increases
project load times, so you should leave it
selected in most cases.

Buffer Range: Select from Small, Medium, to Large. The smaller, the less latency, but the higher the CPU
demand.
Host Disk Activity: Tell Logic how much other stuff your hard drive has to take care of, i.e., lots of tracks of
audio recording.
Requires Constant RAM Allocation Of: Shows the memory requirements based on the above
parameters.
Disk I/O Traffic: If the value is getting too high, the performance of the Sampler may suffer.
Not Read from Disk in Time: This number indicates if samples stored on disk as virtual memory are not
read from disk fast enough.

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Drum Synth

Drum Synth is a new Software Instrument Plugins available from the Instrument Plugin Menu.

Plugin Menu

Drum Synth

Description

Here are the main characteristics of the Drum Synth, what it is, and what it is not:

Drum Synth is a synthesizer, not a sampler. To use multiple drums sound, i.e., Kick,
It is based on the complex Ultrabeat Snare, HH, you have to create multiple
synthesis engine. Software Instrument Tracks, each loaded
Drum Synth is not a drum machine where with its own Drum Synth set to that specific
you select a patch and then can play drum sound.
multiple sounds (kick, snare, HH, etc.). You can use a Summing Stack to build a
Like with a synthesizer, you select (and edit) "playable" drum machine on a single Track
one specific sound. Instead of a synth pad and even save those configurations as
or lead synth, you select (and edit) a Patches that can easily be recalled (I
specific drum sound, i.e., Kick, and you can demonstrate that on the next few pages).
play only that Kick sound on that Track with The Drum Synth has a simple and intuitive
that Plugin.
 user interface to quickly modify specific
drum sounds with a wide variety of
individual parameters (Attribute Controls)
The Drum Machine Designer (DMD) can
use Drum Synth incidents for convenient
drum machine sets. .

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User Interface

The user interface (UI) of the Drum Synth has only a few elements:

Plugin Presets

Sound Categories

Sound Modules
Attibute Controls

Icon / Audition Keyboard Tracking Mode

Sound Categories Sound Modules


on the first selector ➊ to open a popup menu on the second selector ➋ to open a popup
from where you can choose one of the four Sound menu from where you can choose up to eight
Categories ➋. Each category changes the user Modules ➍ per Sound Category. These are like
interface to its specific color. presets for a specific synthesis that creates a basic
• Kicks sound indicated by the name of that Module.
• Snare and Claps The menu options depend on what Sound
• Percussion Category is selected.
• Hats and Cymbals
Changing to a different Sound Module will
also change what type of Attribute Controls
➎ are available. Pay attention to the labels
above the eight knobs. 

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Attributes
The user interface has up to eight rotary knobs ➊ that ➊
change the various Attributes of the currently selected
Sound Module.
With the exception of the Pitch, Decay, and Volume
attributes, all other controls change depending on what
Module is currently selected. This provides the most
flexibility while maintaining a simple interface.

Key Tracking
Remember, the Drum Synth is not based on samples. It is a synthesizer that creates the
sounds based on synthesis, similar to creating your own 808 drum sounds on an ➋
analog synth. Usually, you don't need the different keys to create different pitches, for
example, your kick drum.
OFF: With this button set to OFF ➋, you technically turn off the receiving pitch information of your
keyboard and only use its trigger command (MIDI Note-on).
ON: With the ON position, you can play your drum sound "musically/melodically" by receiving the
pitch information of the corresponding key. This might not be useful for a standard kick or snare, but
the Drum Synth has some Sound Modules (i.e., the Membrane in the Percussion Category) that are worth
experimenting with, especially if you go crazy with the Attribute Controls.

Mode
The Mode Selector opens a popup menu with three options ➌. These are similar to the playing
modes on a synthesizer:
Mono: Playing one key triggers a new sound and stops the previous sound. This acts

like a single-voice synth.
Poly: This lets you play the Drum Synth polyphonic. This might not be useful for kick
drums but for other percussive sounds, in conjunction with the Key Tracking enabled, you can play
polyphonic percussion sounds.
Gate: When the Drum Synth receives a note-on message in Mono Mode and Poly Mode, it lets the
sound ring out according to its Decay setting even if you release your key on your keyboard (note-off
message). With the Gate option, when you release a key (sending the note-off message), a sound will
stop, even if the Decay portion of the envelope hasn't finished yet. Please note that the Gate operates
in Poly Mode, which means the Drum Synth receives an on-off message from each
individual key that you play. ➍

Icon
The icon ➍ not only acts as a visual indication about the sound of the Sound Module, but it also
can be used to on it to trigger that sound.
Piano Roll Editor

Piano Roll - Sound Module Name


The Piano Roll Editor indicates the "Root Key"
position for the currently selected sound ➎.

Plugin Presets Setting Menu (Plugin Window)

The Drum Synth comes with lots of presets (Plugin Settings) that can be
loaded from the Setting Menu on the Drum Synth Plugin Window or
from the Library Browser ➏.


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Attribute Controls

Here is an overview of the four Sound Categories ➊ and the individual Sound Modules ➋. The tables ➌ show
you the available Parameters (Attributes) that can be controlled with the eight rotary knobs depending on the
selected Sound Module. The Pitch, Decay, and Volume is available for all Sound Modules.
The popup menu for the Sound Modules has the menu item Back to Default ➍ that sets the eight Attribute
Controls to their default position.

Kicks


➌ Kicks

Punch Saturation
Pitch Tone
Body Snap

Shape
Sweep Decay Volume
Noise

Snares and Claps

Snares and Claps

Body
Pitch Tone Dirt
Position

Speed Cycle
Size Tension Decay Volume
Noise Crush
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Percussion

Percussion

Dissonance
Attack
Pitch Tone Saturation
Body
Dirt

Noise
Color Tension
Decay Volume
Harmonic Crush
Material

Hats and Cymbals

Hats and Cymbals

Body Dissonance
Pitch Tone
Attack Dirt

Bell
Noise
Crush Decay Volume
Character
Metallic
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Creating a Drum Set

Here is an example on how you create a playable Drum Machine with individual Drum Synth Tracks:
Also, check out the next chapter about the Drum Machine Designer how to use the DMD to play a Drum Set
with individual Drum Synth Instruments.

Step 1: Create Individual Tracks


In this example, I created four Software Instrument Tracks ➊ and loaded a Drum Synth Plugin ➋ on each of
them. You go through each Track and choose the drum sounds. Here I have Kick, Snare, HH, and Toms ➌.
By selecting a Track, you can play that drum sound across your entire keyboard range.
Please note that the Track Icon is automatically set by the Icon of the individual sound you selected on the
Drum Synth.

Step 2: Key Limit


The Track Inspector ➍ on the left shows you the various Track Parameters ➎ for the currently selected Track.
One of those is the Key Limit that lets you set the Lowest Key and Highest Key of a range and the MIDI
Instrument on that Track will only respond to those notes.
In this example, I set the Key Limit to a single note for the Kick ➏ (C1 to C1), Snare ➐ (D1 to D1), HH ➑ (F#1 to
F#1), and the Tom ➒ (F1 to F1).




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Step 3: Summing Stack



The setup so far lets you play each drum ➋
individually, which is fine if you record your drum
tracks one sound at a time. However, if you want
to perform your grooves like on a drum
machine, playing all the Drum Kit Pieces at once
with your keyboard, then you need one extra ➌ ➍
step, a Summing Stack:
Select all the Tracks that you want to
combine
Create a Summing Stack ( )

The Main Track ➊ of the Summing Stack is an


Aux Channel Strip ➋, and its Key Limit ➌ is set
to the default C-2 to G8. It receives all MIDI
Notes and routes the MIDI Notes it receives on


its input (when you play with your keyboard or
from the MIDI Region on its Track Lane) to all
the Subtracks ➍ of that Summing Stack.
However, because we configured the Key
Limit on each Subtrack in the previous step,
each of those Tracks only responds to that
note it is setup for.

Step 4: Recording
Now you select the Main Track ➎ of this
Summing Stack and record your MIDI Region
➏, containing all the notes of your drum
groove, and you can easily edit them as a
single Region in the Piano Roll Editor ➐.

Step 5: Mixing ➑
Because each Drum Sound has its own Channel Strip ➑, you can
process each sound individually and also the Main Track ➒ as
the Audio SubGroup.

Step 6: Create Patches ➒ Library Browser

In case you didn't know, you can create your own Patches, not
only of a specific Track, but also from your Summing Stack. That
means you can create our Drum Machine with the previous
steps and then save the Summing Stack as a Patch that you can recall later in any
other Project. Then you can tweak it and save it as a new Patch and build your own
collection of Drum Machines.
Select the Summing Stack.
Open the Library Browser ( ) and click the Save... ➓ button in the lower
right corner.
The Save Dialog opens where you can save the Summing Stack as a Patch.
The new Patch will show up under the User Patches in the Library and can be
loaded in any Project. ➓
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Drum Machine Designer

The Drum Machine Designer (DMD) has been updated in many ways that I would almost call it v2. There is
lots of additional functionality, interface changes, and a major change under the hood.

To understand (and appreciate) the changes in the DMD, you have to understand what is (so) special about it
and a few things to be aware of. I explain that in my book "Logic Pro X - How it Works".

Here are a few basics:

Not a Software Instrument Plugin


Although the Drum Machine Designer is listed in the Plugin Menu ➊ of the Plugin Menu
Software Instrument Plugins, it is NOT a Software Instrument Plugin.

Special Summing Stack


The DMD is a special Summing Stack.
When you load the DMD "Plugin" ➊ on a Software Instrument Channel
Strip, Logic loads a Patch of a specially configured Summing Stack ➋.
The Main Track ➌ of the Summing Stack is an Aux Channel Strip that
receives its audio signal from all the Summing Stack's Subtracks ➍, the
individual Drum Kit Pieces of the DMD.
Each Subtrack in that Summing Stack is a Channel Strip with an
individual Drum Kit Piece, plus Channel Strips for Effect Returns. Their
output is routed via an Internal Bus ➎ to the Main Track.
Instead of an Input Slot that displays the Internal Bus for that Summing
Stack, the Main Track has a button labeled DMD ➏. ➊
on the DMD button to open the user interface of the DMD, the DMD
Window ➐.
Special Summing Stack
The DMD Window is not a Plugin Window;
it is a special window providing all the ➋
controls to manage the DMD, that special
Summing Stack.


DMD Window


Main Track Subtracks


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New Engine "Quick Sampler"

The biggest change with the new DMD happened regarding the sound engine.

10.4.8
The first Subtrack is an Instrument Track with an Ultrabeat Plugin ➊ loaded in Multi-Output Mode. The next
Subtracks are Aux Channel Strips with the individual audio outputs of the Ultrabeat ➋. Those Subtracks are
routed to individual Audio SubGroups ➌, which use Aux Sends to FX Returns ➍. The Audio SubGroups and
FX Returns are routed via an Internal Bus to the Main Track ➎ of the DMD.

DMD Summing Stack Routing


10.4.8

➌ ➍
24 Ultrabeat Multi-Out 6 Drum Groups FX
Aux Instrument
Channel Channel ➋ Aux Aux
Aux
Strips Strips Channel Channel
Channel
Strips Strips
Strips
Main Ultrabeat
2 FX Busses
Aux Sends

6 Group Busses 1 Main Bus

10.5
All the Subtracks of the individual Drum Kit Pieces are Software Instrument Channel Strips, each loaded with
a single instance of the new Quick Sampler Plugin ➏ (and optional Drum Synth or Ultrabeat Plugin). All those
Channel Strips use Aux Sends ➐ to Aux Channel Strips functioning as FX Returns ➑. The output of all those
Instrument Channel Strips and the FX Returns have their output routed via an Internal Bus ➒ to the Main Track
➓ of the DMD's Summing Stack.


DMD Summing Stack Routing


10.5


Main
FX

Aux ➏ Aux
Channel Instrument Channel Strips Channel
Strips Strips
Aux Sends 2 FX Busses ➐

➒ 1 Main Bus
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Cosmetic Changes

Once you loaded a Drum Machine Designer (a Summing Stack Patch) you will see the following changes:

The Input Slot on the Main Track is now The Main Track has a new Track Icon ➏
renamed from "DrmMchn" ➊ to a more easy to All the Tracks and Track Icons are now colored
read "DMD" ➋. ➐ based on the type of Drum Kit Piece for quick
Instead of having the first Subtrack being the visual feedback when opening the big
Software Instrument Track with the Ultrabeat Summing Stack ➑.
Plugin loaded ➌ followed by Aux Channel Instead of loading the Big Room Patch when
Strips with the individual Ultrabeat outputs ➍, initiating a new DMD Plugin, you can choose to
now you have multiple Instrument Tracks, each open the Patch "Empty Kit" ➒, a Summing Stack
loaded with a single instance of the new Quick with only one Instrument Track and two FX
Sampler Plugins ➎.
 Returns. This default behavior can be changed
in the DMD Settings Menu.


➊ ➌ ➍ ➋ ➎

10.4.8 10.5

➏ ➏



DMD Window

Empty DMD
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DMD Window

The main changes (and improvements) are in the DMD Window, and they are based on the fact that Logic
now uses the new Quick Sampler Plugin instead of the Ultrabeat Plugin as the sound source for the
individual Drum Kit Pieces.

Here are the main reasons:

Flexible Sound Configurations Simplified Routing


Using Ultrabeat as the sound source restricted the Using Ultrabeat as the sound source requires one
available Drum Kit Pieces to the ones that are Software Instrument Channel Strip that has the
loaded in the currently loaded Ultrabeat Preset. Plugin loaded but uses only one sample (i.e., Kick).
With the new configuration, each Drum Kit Piece is All the other samples (Drum Kit Pieces) have to be
represented by an individual Quick Sampler Plugin. routed as Aux Channel Strips as their multi-output
This makes the mix and match of different sounds return.
much more flexible. You just change the sound on a With the new configuration, each Drum Kit Piece is
Quick Sampler or add a new Quick Sampler with a represented by an individual Quick Sampler
new sound instead of exchanging samples in the instance, each loaded to a Software Instrument
currently loaded Ultrabeat preset.
 Channel Strip. This way, you are also not limited to
the maximum number of outputs on the Ultrabeat
Plugin.

Extended Sound Edit Capability


Ultrabeat provided only limited editing features for the individual sample.
Having the new Quick Sampler Plugin as the sound source for the individual Drum Kit Pieces provides much
more features to edit a specific sound with the same luxury as a full-fledged sampler, plus additional features
that were not possible with Ultrabeat.
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DMD Window - 10.4.8


Here is a recap of the user interface of the DMD Window in v10.4.8

DMD - Drum Kit


The lower half of the DMD Window, the Smart Controls Area ➊ with the editing controls is a dynamic window
pane. What controls are displayed depends on two things:
What is selected in the upper half, the Header ➋ or a Pad ➌ in the Drum Grid Area?
What button is selected in the center Control Strip ➍, Controls or Sends?

If you on the Header of the DMD Window, then the Smart Controls Area ➊ displays the controls for the
entire DMD Drum Kit. It is divided into two pages that you can toggle by clicking either the Controls ➍ or
Sends ➎ button in the Control Strip.

➋ selected ➋ selected

➌ ➍


DMD - Drum Kit Piece


If you click on any Cell ➏ (now called a Pad) in the Drum Grid Area, then the Smart Controls Area displays the
controls ➐ for that currently selected Drum Kit Piece.
These controls affect either the parameter on the Ultrabeat for that sample or parameters on the Channel
Strip that this sample is playing back.

selected


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DMD Window - 10.5


There are a couple of changes in the user interface:

DMD - Drum Kit



The Header now has a new button
Kit Controls ➊ on the far right. You can
on the Header and that button
will be selected, or you can
directly on that button. Either way,
the Smart Controls Area ➋ displays
the controls for the Drum Kit, the
various parameters on the Channel
Strip of the DMD's Main Track.

Attention: There is no Sends Button


anymore because the new Summing
Stack layout doesn't use Audio
SubGroups anymore.

DMD - Drum Kit Piece


The Control Strip in the middle of the window now has three buttons, and they all affect the currently
selected Pad on the Drum Grid Area.
Q-Sampler Main ➌: This is the same view as the upper area in the Quick Sampler Plugin.
Q-Sampler Detail ➍: This is the same view as the lower area in the Quick Sampler.
Pad Controls ➎: These are the same controls as in 10.4.8 affecting parameters on the Channel Strip of
this Quick Sampler and some parameters on the Quick Sampler Plugin directly.


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The New Architecture

Header > Main Track


The Header ➊ on the DMD Window represents the Main Track ➋ of the DMD's Summing Stack.

Main Track ➊

➋ ➌

Subtracks

Pads > Subtracks


Each Pad ➌ on the Drum Grid Area represents one of the Subtracks ➍ in the
DMD's Summing Stack. A Pad can have three conditions:
No Channel Strip Assignment: If the Pad is blank ➎, then it is not
assigned to any Channel Strip. Moving the mouse over the Pad will ➎
show a plus icon ➏, and when you on it, then Logic will assign an
empty Software Instrument Channel Strip to that Pad with two Aux
Sends routed to the two FX Returns of that Summing Stack.

Empty Channel Strip Assignment: If a Pad is assigned to an empty
Software Instrument Channel Strip (no Instrument Plugin loaded),
then the generic Icon ➐ appears on the Pad with the name of the
Channel Strip. ➐
Loaded Channel Strip Assignment: If you load the Quick Sampler
Plugin on that Chanel Strip, then the Icon on the Pad will change to
the default Quick Sampler Icon ➑.
Loaded Channel Strip with Sample: If you load a sample into the ➑
Quick Sampler, then the Pad will display the name ➒ of that sample,
and the name of the corresponding Channel Strip will also be named
after that.

You can a sample any time onto the
Pad, and the appearance changes to a label Replace with Quick Sampler ➓ with
➓ the pointer changing to the plus sign to indicate the action. A new sample
can be dragged from the Finder, from the Loop Browser, or you can drag an
Audio Region from the Workspace.

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Loading "DMD" Patches vs. "Kit Piece" Patches


When the Header ➊ on the DMD Window is selected, then the Left Inspector Channel Strip ➋ displays the
Main Track of the DMD's Summing Stack and the blue Library Focus Triangle ➌ points at the Channel Strip's
Setting Button displaying the currently loaded DMD Patch. The Library Browser displays that DMD Patch ➍.
When any of the Pads ➎ on the DMD Window is selected, then the Right Inspector Channel Strip ➏ displays
the Pad's corresponding Channel Strip (one of the Subtracks of the DMD's Summing Stack) and the blue
Library Focus Triangle ➐ points at the Setting Button displaying the Kit Piece Patch loaded into the selected
Pad. The Library Browser displays that Kit Piece Patch ➑, which is the sample loaded in the corresponding
Quick Sampler on that Channel Strip.

Library Browser Main Inspector


DMD Window



Main Track

Library Browser Main Inspector


Please note that all the Factory
Patches are stored inside the Logic

Application, and some of the Patches
that were available in v10.4.8 are no
longer available in the Library
Browser of v10.5.
You could launch v10.4.8 and save
those Patches as User Patches if you
still need access to them.


Subtrack
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Drum Grid Area

Non-Selected Pad
These are three elements that are displayed on each Pad if you don't move the mouse over the Pad.

Kit Piece Icon



The Kit Piece Icon ➊ is displayed by default but can be hidden with the

Drum Kit Settings Menu.
on the Pad to open the contextual menu where you can choose
the command Assign Track Icon... to open the Icon Popover ➋.
The color of the icon (if it is one of the new transparent icons) is ➋
determined by the Track Color.

Pad Name
The name of the Pad ➌ can show two different things:
If you load a Kit Piece Patch from the Library Browser, then the
name of that Patch is displayed (i.e., "Kick 1 - Big Room)
regardless of the name of the actual sample.
If you load a new sample onto an empty Pad, then only the name of the sample will be displayed.

Input Note
This is the incoming MIDI Note ➍ that will trigger this Pad (it's assigned sample).

General MIDI Drum Name


The General MIDI Drum Name ➎ can be displayed next to the Input
Note. This has to be enabled in the Drum Kit Settings ( on DMD
Window Header). ➍ ➎

Selected Pad
When you move the mouse over a Pad it changes its appearance, displaying
additional controls:


Audition Button

The Kit Piece Icon changes to a speaker icon ➏. on it to trigger
the sample that is assigned to that Pad.

Input Note
on the Input Selector ➐ to open a popup menu where you can select the Input Note.
This is the MIDI Note that will trigger that Pad.
When you select the Learn Note ➑ option, the Pad will dim with a red label Learn Input Note.
Any MIDI Note you send now will be used as the Input Note.

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Mute
on the M ➊ button to mute that Pad. The M will turn blue, and the ➊
Pad will be dimmed. This is actually a remote control that toggles the
Mute Button on the Channel Strip assigned to that Pad.

Solo
on the S ➋ buttons to solo that Pad. The typical solo conventions ➋
apply. For example, soloing one Pad will flash the Mute Button on all
other Pads or on a Solo Button will function as a Solo Exclusive.
This is also a remote control that toggles the Solo Button on the Channel ➎
Strip assigned to that Pad.

Output Note
on the Output Selector ➌ to open a popup menu where
you can select the Output Note ➍. Same popup menu and
same Learn Note option ➎. ➌
The Output Note functions as a "Transpose Sample Playback". For example, if the Input ➍
Note is C1 and the Output note is C2, then the sample is transposed up by one octave,
played back twice as fast (if Flex isn't enabled).

Rename Pad (Kit Piece and Kit)


Please note that each Pad has two names. The first line is the name of that Kit
Piece and its corresponding Track. The second line in the smaller font is the
name of the DMD Kit that Kit Piece belongs to. on the first line ➏ to ➏
enter a Kit Piece Name and the second line ➐ (the smaller font) to
enter a Kit Name.

Pad Settings Menu ➐


on the Gear Icon ➑ or on the Pad to open the
Pad Settings Menu ➒ with the following commands:

Exclusive Group: Triggering a Pad will play that sample ➑


to the end (in One Shot Mode) or until you release the
Key (in Classic Mode). When assigning two or more
Pads to the same Exclusive Group, then playing one Pad
will stop the sample of the previously played Pad of the same
Exclusive Group. This is used on Open-Close HiHat
assignments. If a Pad is assigned to an Exclusive Group, then its ➒
number will appear in the upper-right corner ➓.
Open/Close Library: This command opens or closes the
Library Browser.
Resample Pad: This command reloads the sample.
Update Kit Name for this Kit Piece: The second line on this Pad
(the DMD Kit Name) will be named after the name of this DMD Kit, which you can rename at
the top of the DMD Window or its corresponding Track.
Assign Track Icon...: This opens the Track Icon Popover, where you can select an icon for that Pad.
Clear Pad: This command removes the assignments from this Pad, which means the Quick Sampler
Plugins is removed from the Channel Strip that this Pad is representing.

➓ ➓
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Drum Kit Settings Menu ➊


Move the mouse over the Header of the DMD Window, and the
Gear Button ➊ appears on the left. It opens a menu with
the following commands. Alternatively, you can on
the Header to open the menu:
Select Pad by Key: When enabled, playing a Pad via
the MIDI Keyboard will select that Pad.
Select Channel Strip by Pad: This affects the Mixer
but not the Right Inspector Channel Strip.
Open/Close Library: This command opens or closes ➍
the Library Browser.
Use Empty Kit as Default: When enabled, Logic will
open the "Empty Kit" Patch when you load a new DMD.
When disabled, it will open the "Big Room" Patch.
Show/Hide General MIDI Drum Names: Toggles the
display of the Drum Name ➋ (defined in the General MIDI
Specification) on each Pad next to the assigned key label.

Show/Hide Kit Piece Icons: Toggles the Kit Piece Icon ➌ ➌
on each Pad.
Reorder Pads: There are two options ➍ that determine what
happens when you a Pad to a new grid position:
• Change Sound: The Pad with the assigned sample moves, but the input assignment on the grid
position remains. This means the same key will trigger a different sample.
• Visual Only: The Pads with all their assignments (sample) just move to a new grid position.
Sort Pads by GM Drum Standard: Organizes the Pads based on the Input Note assignment how it is
defined in the GM (General MIDI) specification.
Sort Pads chromatically: Organizes the Pads chromatically based on the Input Note assignment.
Update Kit Name for all Kit Pieces: The second line (the Kit Name) on all Pads will be renamed after
this DMD Kit (the header of the DMD Window).
Clear All Pads: This command removes the assignments from all Pads ➎, which means the Quick
Sampler Plugins are removed ➏ from the corresponding Track.

Solo and Mute


The S and M button ➐ on the Header function as a remote to toggle the Solo Button and ➐
Mute Button on the Main Track of the DMD's Summing Stack.

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Edit Samples

DMD Window
Editing the sound of an individual Pad is now done
on three pages that you access via the three
buttons on the Control Strip Area ➊.

Q- Sampler Main ➋
This page shows the actual waveform ➋ of the
audio sample, and you can determine the Sample
Start, Sample End, Loop, and Fades.

Q-Sampler Detail
This page shows all the controls ➌ for the synth
parameters that you can edit: Pitch, Filter, Amp, ➌
LFOs, and EGs.

Pad Controls
This page has a set of rotary knobs ➍ that are
configured in the Smart Controls Window. Select a
Channel Strip of the Summing Stack that
represents a specific Pad and display the Smart
Controls Window ➎ (Key Command ) in the ➍
Main Window's Editor Pane. This window is
identical to the Controls window in the DMD
Window.
The individual knobs are either assigned to a
single control (Pitch, Volume, Delay) or can be Smart Controls Window
complex Macro controls. See my manual Logic
Pro X - How wit Works for details on how to
program these controls.

One more thing ...


Region Contextual Menu
When you on an Audio Region
to open the contextual menu and select
Convert > Convert to New Sampler Track
➏, you will see a new Instrument option in
the following dialog. You can select
Drum Machine Designer ➐ to create a new ➏
DMD with the chopped-up segments of

the Audio Region assigned to the
individual Pads of the DMD.

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Drum Machine Designer + Drum Synth

I already covered the Drum Synth; the new Software Instrument Plugin introduced in 10.5. Remember, this is
a synthesizer to create a specific drum sound, one Drum Kit Piece sound per plugin. The Drum Machine
Designer is the perfect companion for that. Think about it:
The DMD architecture is based on a Summing Stack where each of its Subtracks is a Software
Instrument Channel Strip.
Each Channel Strip has its own Instrument Plugin loaded.
Each Channel Strip/Plugin is assigned to an individual Pad on the DMD interface.
The default Plugin instruments are now in 10.5 the new Quick Sampler Plugins instead of the
Ultrabeat Plugin.
But now, instead of an individual Quick Sampler Plugin, each Channel Strip can have a Drum Synth
Plugin loaded instead.

To see this in action, create a new Software Instrument Plugin, and from the Library Browser, choose Electronic
Drum Kit ➤ Drum Synth Kit.
When you open the Summing Stack in the Mixer Window ➊, you will see the individual Subtracks ➋,
each loaded with a Drum Synth Plugin ➌.
When you open the DMD Window ➍ and select a Pad ➎, the Toolbar in the middle displays a new
button Drum Synth ➏. on it, and you will see the Drum Synth user interface ➐, where
you can quickly adjust the sound of each Kit Piece when stepping through the Pads.



➐ ➐
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Audio Effects
Remix FX

Remix FX is a new Audio Effects Plugin, kind of. It is new to Logic Pro X,
but if you used GarageBand iOS, you would recognize it. The
functionality is pretty much the same.
Unlike traditional effects like Chorus or Delay, the Remix FX is an Effects
Plugin that lets you perform the various effects "live". The user interface
provides seven DJ-style effects that you control with your mouse or
Logic Remote.

User Interface

7 Effects Areas
There are seven areas on the Plugin Window that you can or . These areas represent the seven effects
that you can perform.

Filter Gater Reverse Stop Scratch Downsampler Repeater

Settings
Enabling the Settings Button ➊ in the middle of the window will extend the window above to show
various settings. The left ➋ and the right ➌ settings are for the Filter and Repeater, and the buttons in the
middle ➍ show the settings of any of the other five effects that you currently on.

Lock - Reset
The standard operation is that the effect is only engaged as long as you , , or along an area.
However, the Filter and the Repeater has a Lock Button ➎ that, when enabled , continues the effect until
you the Lock Button again or the Reset Button ➏ that lights up red when either of the two
effects is locked.

➋ ➍ ➌

➎ ➊

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Seven Effects

Filter
You control the Filter effect via an XY Pad.
Bypass: The centerline represents the bypass
position. ➍
Filter
Lowpass ➊: the mouse towards the left to

control the Cutoff Frequency of a Lowpass Filter.
Hipass ➋: the mouse towards the right to
control the Cutoff Frequency of a Hipass Filter.
Resonance: Moving upwards at the same time
increases the Resonance ➌ of the filter. ➊ ➋
When you along you will see an animation << Lowpass Filter Hipass Filter >>
effect similar to the Phat FX Plugin.
Releasing the moue turns the filter off.
Enable Lock: When you enable the Lock Button
➍ and or on the XY Pad, then that filter setting remains enabled, and the Reset Button
turns red .
Disable Lock: the Lock Button again or the Reset Button to disable the Lock Mode.
Filter Mode: When the Settings Button is enabled , the Filter Mode Settings appear above the
XY Pad. You can choose from two filter characteristics (Phat and Classic) that sound slightly different.

Repeater

The Repeater effect is also controlled via an XY Pad. When you on the area, the audio signal at the
time you clicked will be repeated. Therefore, the timing, exactly when you click, is important!
Rate: The horizontal axis is divided into
segments that light up shortly ➎ when you move
over. They represent the Repetition Rate, how fast
the audio segments will be repeated based on
musical values in relation to the Project Tempo. ➑ ➏
The center column represents 1/8th notes. The
more you move to the right, the faster it gets 1/16
- 1/32, and the more you move to the left, the Wet (100% FX)
Repeater
slower the rate.
Repeater Time ➏: When the Settings Button is
enabled , the Repeater: Time settings appear ➐
above the XY Pad with three options, straight
notes, fast triplets, and slow triplets.
Mix: The vertical direction on the XY Pad ➎
functions as a Wet/Dry Control ➐. Moving to the Dry (0% FX)
bottom lets you hear only the original signal and
moving up, blends more of the repeated signal
with only the repetition signal all the way on top.
Enable Lock: When you enable the Lock Button ➑ and or on the XY Pad, then that
repetition setting remains enabled, and the Reset Button turns red .
Disable Lock: the Lock Button again or the Reset Button to disable the Lock Mode.

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Gater

The Gater effect chops up the audio signal to create a rhythmic stutter effect.
Speed: or up and down on that area to change the speed ➌
of how fast the gate opens and closes. ➊
Musical Value: When the Settings Button is enabled , ➊ three
buttons appear on top ➋ (straight notes, fast triplets, and slow triplets)
to change the timing of the gate musically.
Noise: The Noise switch ➌ also appears with the Settings Button
enabled, which adds a noise signal to accentuate the Gate effect. Gater

Downsampler
The Downsampler works like a Bit Crusher.
Bit Depth: It continuously lowers the Bit Depth of the Audio Signal the
higher you move on that area and, therefore, adds Quantization

Distortion.
Mode: When the Settings Button is enabled , two buttons appear
on top ➌ (Extreme, Classic) to change the sound characteristics of the
effect.
Downsample

Reverse

on the Reverse Button ➎ to play back that audio signal backward.


Scratch

on the Scratch Button ➏ to create turntable scratching effects. Reverse ➎


Tape Stop
Scratch ➏
on the Stop Button ➐ to slow down the audio to a stop.

Tape Stop ➐
A few notes that affect all three effects:
Left-Right Button: Each button has two segments with two different values for
that effect. You can on the left ➑ or right ➒ or between left and right.
Preset Setting: When the Settings Button is enabled , then ten buttons appear on top
representing musical values. They are used to program the time value for the left and right button
effect. on a left or right effect button (it will have a red frame around it ➓). Now, also one of the
buttons on top will have a red frame around it. This is the value that is used when clicking the left
effects button. You can select any other value and then the right button to assign the value for
that button. You can do that re-program procedure even during playback.

➑ ➒


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4 more Effects

In addition to the seven FX on the user interface, the Remix FX Plugin has four more effects "stashed away".

X/Y Pad FX Selector Remix FX Plugin

on the header ➊ of the left or ➌


right X/Y Pad, and a selector
➊ ➊
opens with six buttons ➋. on

one of the six buttons to assign
that effect to this X/Y Pad.

When you select an effect, enable ➋ ➋


the padlock ➌, adjust the
controls, and that effect is now
locked (until you unlock it).
However, you can still keep it
locked, for example, a reverb, and
switch to a different effect, for example, Orbit and add that effect while the previous effect is still going on.
You can switch between the effects and unlock them individually or the Reset button to unlock all current
effects.

Reverb
Moving to the right increases the reverb time, and Reverb

moving up increases the wet/dry mix. Moving passed


the line on top, stops the dry signal and let the reverb
ring out.
The Settings provide three Reverb Color settings: Dark,
Med, Bright.

Delay
Delay
Moving to the left increases the delay time. Moving up
increases the feedback, and above the line, the
feedback intensifies.

Wobble Wobble

The Wobble effect is a LoPass Filter modulated by an


LFO. Moving to the right increases the LFO Speed.
Moving up or down from the centerline increases the
Modulation Depth.

Orbit
Orbit
The Orbit is some sort of time/phase-modulated effect
like a Phaser. Moving to the right increases the
Modulation Speed, and moving up/down changes the
Modulation Depth.
The Settings provide three Orbit Modes settings: Phaser,
Mixed, Flanger.
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Auto Sampler

Another new Plugin in Logic Pro X 10.5 is the Auto Sampler, which technically is not really a new Plugin.

A Brief History of the Auto Sampler


In case you are not familiar with the Auto Sampler's "rich history", here is some background information:

2005 Italian company Redmatica released the Auto Sampler app for around $100.
2012 Apple bought Redmatica and its Auto Sampler (Redmatica mastermind Andrea Gozzi joins
Apple's Logic team).
2015 Apple includes Auto Sampler in Mainstage (which was first released 2007).
2020 Apple includes Auto Sampler in Logic Pro X 10.5 (now you don't have to buy the $29.99
Mainstage to get the plugin).

Auto Sampler Plugin

Audio FX Plugin
The Auto Sampler Plugin is part of the Audio FX
Plugins located in the Utility subfolder of the Audio
Effects Menu.
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Concept

Here is the basic concept of the Auto Sampler:

Synth Patches: Maybe you have other Sampler Instrument: After a few minutes
synths that you use that are not part of the or hours (depending on your configuration)
plugins that you can load inside your Logic when Auto Sampler has completed the
Project. That could be hardware synths ➊, process, it has turned your favorite synth
software synths ➋, (i.e., your favorite VCV patch into an .exs Sampler Instrument ➐
Rack), or even some of the amazing synths and created all the individual samples
that are running on your iOS device ➌. To (audio files) ➑.
use any of those in your Logic Project Sampler: You can load the Sampler Plugin
requires some routing skills, and you still ➒ on a Software Instrument Track, and the
cannot save the patches with your Project. newly created Sampler Instrument is
Auto Sampler: Auto Sampler ➍ can sample available in Logic's Library Browser, ready
your favorite patches ➎ of those synths and to be loaded and to be played. Now that
turn them into Sampler Instruments ➏, patch is part of your Logic Project ➓, and
which is an extremely tedious and time- you can use it like any other Software
consuming process when done manually. Instrument.
This is where the Auto Sampler comes in. As Personal Sound Library: The procedure of
its name indicates, it does all that for you using the Auto Sampler and sampling your
automatically. You tell Auto Sampler how favorite synth patches is so easy that you
you want to sample a patch (Key Range, can create your own personal Sound
Velocity, Loops, etc.), press a button, and Library with little time and without the
everything is on auto-pilot to create the headache.
Sampler Instrument for you.


Hardware Auto Sampler Concept


Synthesizer

Sampler
Software Patch Auto Sampler ➐
Instrument
Synthesizer ➍ ➏
Sampler Instrument.exs


iOS Synthesizer

Samples.aiff


➊ Hardware

➋ Software ➒
Logic's Sampler

➌ iOS
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User Interface
The user interface of the Auto Sampler is pretty simple. It has only four sections:

Keyboard ➊

Parameters ➋

➍ Display ➌

Processing ➐

Please note that the Plugin
Window of the Auto Sampler ➎
is fixed and can't be resized.
It also doesn't have the Link
Button .

➑ ➒

Keyboard ➊ Velocity Range ➎: When you move the


mouse cursor over the Velocity Layer
The musical keyboard has multiple functionalities:
parameter, the area will change to display
Play Note: on a key to play that note on (and let you adjust) the Velocity Ranges.
the synth that you are about to sample.
Waveform ➏: During the sampling process
Sample Note Range: The highlighted area you will see the actual waveform that is
shows the range of notes that will be currently sampled.
sampled.
Root Note: The blue keys indicate the Root Processing ➐
Notes of the sampled notes. The section at the bottom is for the processing:
Parameters ➋ Sampled Notes ➑: The text on the left
shows the Note Number and Note Velocity
This area shows the eleven parameters that of the currently sampled key.
determine how the synth patch on the synth will be
Progress Indicator ➒: The area in the
sampled.
middle shows the percentage of how much
Display ➌ is already complete and the remaining time.
Sample ➓: on the Sample button to start
This area can show different displays:
the procedure.
Level ➍: Depending on the channel format
(mono or stereo), you will see one or two Cancel: the Cancel button to abort the
level meters to show the audio signal of the current sampling process.
input plus an Input Gain slider to adjust the
level between -30dB ... +30dB.

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Setup
MIDI Preferences
Step #1: Signal Flow
Create a Software Instrument Channel Strip and load the
External Instrument Plugin ➊ (in the Utility subfolder) on the
Instrument Slot and load the Auto Sampler Plugin ➋ on the
Audio Effects Slot.
On the Preferences ➤ MIDI ➤ Inputs window, you will now
see the Auto Sampler ➌ as an additional Audio Device. Make
sure it is selected and also the Hardware Synthesizer ➍ that
you want to sample.
Open the External Instrument Plugin and choose the
Hardware Synths as the MIDI Destination ➎ and on the Input
selector choose the Audio Input Channels ➏ of your Audio
Interface ➐ where the audio outputs of your Hardware ➌
Synth are connected to.
The MIDI output of the Auto Sampler ➑ is now internally
routed in Logic to the MIDI Destination ➎ selection of the External Instrument Plugin. When you on the
on-screen keyboard of the Auto Sampler, you are playing the Hardware Synth ➍.
The audio output ➒ of the External Instrument Plugin (Instrument Slot ➊) is internally routed to the audio
input of the Auto Sampler (Audio FX Slot ➋).
When you start the sampling procedure ➓ ( the Sample button), the Auto Sampler "plays" the External
Hardware Synth ➍, records the audio coming back from the synth, creates the individual audio files and
the final .exs. Sampler Instrument File in the Audio Music Apps directory.

Audio Interface

Software Instrument ➐
Channel Strip External Instrument Plugin
Audio Out


MIDI In

➋ ➏ Hardware Synth

Audio Music App Folder


Auto Sampler Plugin

Samples.aiff

Sampler Instrument.exs
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Step #2: Configuration


Once you setup the signal routing, you can configure the Auto Sampler to determine how it should sample
the synth.



➎ ➑

Range Start: Set the lowest note that will be Velocity Layers: Select from the menu ➎ how
sampled. You can set the key in multiple ways. many Velocity Layers are sampled (1 ... 16). That
the value up/down, on the up/down means Auto Sampler samples each note
arrow, on the value and enter a multiple times with different Note-On Velocity.
number, or the left handle ➊ above the Velocity Response: Select from the menu ➏
keyboard. The highlighted area changes how the Velocity Layers are spaced. From
accordingly. exponential to linear to logarithmic. The Display
Range End: Set the highest note that will be on the Auto Sampler changes to show the layers
sampled. For example, the right handle ➋ where you can drag the individual labels ➐ to
above the keyboard. You can also the create a custom Velocity Response.
Sample Note Range ➌ to keep the range but Auto Loop: Select an option from the menu ➑.
position it on a different octave. See details on the next page.
Sample Every: Determine how many notes will Auto Loop Start: With this parameter, you can
be sampled. Choose between 1 semitone (every set a percentage in relation to the entire sample
note) and 36 semitones (one every three octaves). length to determine at what time Auto Sampler
These will be the Root Notes for the individual is starting to look for a good Sample Start.
samples. Auto Loop End: With this parameter, you can
Round Robin: Set the Round Robin ➍ between set a percentage in relation to the entire sample
No (= sampled once) and 8. That means each length to determine at what time Auto Sampler
sample will be sampled multiple times, which is starting to look for a good Sample End.
are then arranged in the Sampler Instrument in One Shot: With this checkbox ➒ enabled, no
different Groups. When you then play a specific Loop will be applied, and in addition, any note-
note repeatedly, the sample will play back that off message will be ignored, playing back the
note every time from a different Group. sample from beginning to end at each trigger
Sustain: This parameter sets the time how long (useful for drums and SFX samples).

a note will be sampled up to 120 seconds. Please
note that the time will be longer if you use an
effect with an effects tail (i.e., Reverb or Delay).

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Auto Loop Options


Here is a description of the Auto Loop options:

Penrose Machine: Instead of searching for the best
None: No auto-looping is performed.
loop in each sample, a snapshot of the sample is
Search: The best preexisting loop in each sample taken, and the Penrose Machine algorithm is
is searched and set, without adding a loop used to create a DSP-synthesized loop from the
crossfade. This is useful if the sampled sound snapshot, which is inserted and crossfaded with
contains clearly looping sections. the rest of the sample. The Penrose Machine is an
Search with XFade: The best preexisting loop in each algorithm in which the sonic properties of the
sample is searched and set, and a loop crossfade current loop are analyzed, and an artificial loop is
is also added to smooth the loop. This is useful if created with the same sonic properties. This
the sampled sound contains clearly looping algorithm is completely automatic and has no
sections. parameters, making it simple as well as very
Search with Rev XFade: The best existing loop in powerful.
each sample is searched and set, and a copy of Bidirectional: The loop area is cut, doubled in
the loop is first reversed and mixed with the loop length (by being crossfaded into a reversed copy
itself, and then a loop crossfade is added.
 of itself-hence the name “bidirectional”), and the
resulting loop is smoothly crossfaded back into
the original sample.


Step #3 Level Adjustment


Before you start the auto-sample process, make sure to check the level and adjust the Input Gain slider ➊
accordingly. Play on your keyboard to check the level over the entire key range with a velocity level of 127 to
make sure that none of the samples will be distorted.
The level meters change color from blue ➋ to yellow ➌ to red ➍ to indicate input level.

Please note that the Input Gain ➊ only affects the input of the Auto Sampler (and how the audio signal is
sampled) and not the signal that is passed through the remaining Channel Strip.
When using the Auto Sampler Plugin on a Channel Strip other than a Software Instrument Channel Strip, then
the MIDI and audio signal routing is a bit different. See below.

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Sampler Instrument

The Auto Sampler creates two types of files, the .exs Sampler Instrument File and the .aif Audio Files of the
individual samples. These files are saved to specific locations:

Sampler Instruments
The .exs Sampler Instrument File will be saved to the following location on your user directory:
➊ ~/Music/Audio Music Apps/Sampler Instruments/Auto Sampled/

Samples
The audio files of the individual samples will be saved to the following location on your user directory:
➋ ~/Music/Audio Music Apps/Samples/Auto Sampled/"NameOfTheSampleInstrument"/

Once the files are created, they are immediately available, and you can open them in the Sampler Plugin from
two locations:

Library Browser: With the Library Browser Plugin Window Setting Menu: In the
open ➌ ( ), next to the Sampler Plugin Plugin Window of the Sampler Instrument,
button on the Channel Strip Inspector to on the selector in the upper-right
place the Library Focus Triangle there and corner to open the Setting Menu ➏ that lists
the browser now displays all the Sampler all the Sampler Instruments ➐ at the
Instruments ➍ including the Auto Sampled bottom. There you can see the Auto Sampled
folder that opens a submenu ➎ with all the folder that opens a submenu ➑ with all the
Sampler Instrument Files created by the Sampler Instrument Files created by the
Auto Sampler. 
 Auto Sampler.


Audio Music Apps


Plugin Window Setting Menu



Library Browser

➍ ➐
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Advanced

The setup that I described so far is for the basic procedure on how to sample your synth patch. However,
there are some more elaborate ways on how you can use the Auto Sampler.

Sample With Audio Effects



When placing the Auto Sampler Plugin on the first Audio Effects Slot, the audio output
of the Plugin that you placed on the Input Slot will be routed directly to the Auto Sampler
Input. However, you can also add Audio Effects Plugins ➊ before the Auto Sampler ➋.

This way, you can add reverb, chorus, or any other effect that you want to add to the
Synth sound and sample the synth patch with those audio effects.
Attention: It seems that the Auto Sampler is aware of any effects tail and extends
the sample time of each note to include the effects tail. Nice.

Auto Sampler Advanced Rules


The MIDI and Audio signal flow that I showed earlier was the easy setup where you have the synth (the sound
source) and the Auto Sampler on the same Software Instrument Channel Strip. However, there are some
additional rules when experimenting with more advanced configurations:
Single Auto Sampler Instance: Although you can load the Auto Sampler Plugin on multiple Channel
Strips, I don't see how that would be of an advantage. The Auto Sampler is not a Plugin that you use in
your Project (your song), it is a "procedure" that you perform with an open Logic Project. Loading
multiple Auto Sampler makes things just more confusing.
MIDI Out: When you start the sampling procedure in the Auto Sampler (or play its on-screen
keyboard), then that MIDI Note-On Message is sent to a Software Instrument Plugin. There are two
scenarios:
Software Instrument Channel Strip: When placing the Auto Sampler Plugin on a Software
Instrument Channel Strip, then its MIDI Signal is routed to that Software Instrument Plugin,
placed on the Input Slot of that same Chanel Strip.
Other Channel Strip Types: When placing the Auto Sampler Plugin on any other Channel
Strip Type (Audio, Aux, Output, etc.) that doesn't have a Software Instrument Plugin slot, then
the MIDI output of the Auto Sampler is routed to the Software Instrument Channel Strip that is
currently selected in your mixer.
Audio In: The Auto Sampler always receives its audio signal from the Channel Strip it is placed on,
following the position of the Plugin slots.

Advanced Routing
Because the Auto Sampler samples the audio signal of the Channel Strip it is placed on, but triggers the
Instrument Plugin of the Instrument Channel Strip that is currently selected, you can come up with some
elaborate routing to create new Sampler Instruments beyond just sampling individual Synth Patches.
Aux Channel Strip: If you place the Auto Sampler on an Aux Channel Strip, it samples the signal that
is routed to that Aux Channel Strip. The signal that it samples is the one that is routed via a Bus or an
Input to that Aux Channel Strip.
Summing Stack: This is where it gets really interesting. You create a Summing Stack that "includes"
multiple Instrument Channel Strips with a synth to be played as a layer (plugins and hardware synths).
You place the Auto Sampler on the Main Track of that Summing Stack to sample the layered sound.
The MIDI output of the Auto Sampler is triggering the Main Track (which is technically an Aux Channel
Strip) and, therefore, all the Software Instrument Plugins on the individual Subtracks. Or you can put
the Auto Sampler on an Aux Channel Strip and route the audio signal from the Main Track (plus any
Effect Returns) to that Aux Channel Strip.

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Sample Synth apps from your iOS Device


Another powerful use for the Auto Sampler is to sample any of the synth apps that are available for iOS.
The routing and configuration are a bit more challenging,
but it works. Here are two scenarios, one using Bluetooth Audio MIDI Setup utility: MIDI Studio
and the other one using the lightning cable: ➊

Bluetooth LE - MIDI

To play your iOS app from Logic on your Mac using
Bluetooth LE you do the following:
Mac Setup:
• Open the MIDI Studio window in the Audio
MIDI Setup utility (/Applications/Utilities/Audio
MIDI Setup)
• the Bluetooth button ➊ in the Control
Bar to open the Bluetooth Configuration window. GarageBand iOS: Advanced Settings
• the Advertise button ➋ so the iOS device can
discover the Mac.
iOS Setup:
• On your iOS app (I use GarageBand iOS) go to

the Advanced Setting and then the Bluetooth MIDI

Devices
• You should see your Mac listed ➌. Tap on it to
connect it ➍. Audio MIDI Setup
MIDI Preferences
Audio MIDI Setup:
• Back on the Audio MIDI Setup utility, you
should now see the iOS device as a
Bluetooth MIDI Device ➎ "iPhone5 - Ed".

Logic Setup:
• Once your Mac recognizes your iOS as a
MIDI Device, it should show up in Logic in
the Preferences ➤ MIDI ➤ Input window. In my
example, it is called "iPhone5 - Ed Bluetooth ➏ (yes, I love my
compact iPhone 5 SE).
• More importantly, when you open the External Instrument
Plugin, I can select iPhone5 -Ed Bluetooth from the MIDI Destination
selector ➐.
• Now when I play that Channel Strip, I actually play the
instrument selected on GarageBand iOS on my iPhone.
• The Auto Sampler now also controls that iOS app.

Bluetooth/WiFi - Audio
Sending the MIDI to play the app on iOS is only half the story. Now you
External Instrument Plugin
have to get the audio from the iOS device back into Logic. If you want to
stay wireless, then that could be a little bit adventures. macOS acts as
server, but you cannot send Bluetooth back to macOS. Either you use a
third party app like Airfoil to use WiFi, or maybe the announced "Bluetooth
LE Audio" will provide a solution.
Read on the next page to configure the setup with cables.
 ➐
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USB-Lightning Cable
The setup with old-fashion cables is easier than figuring out all the wireless voodoo:

Single Cable Connection


• Connect your iOS device via a Lightning-to-USB cable to your Mac.
Audio MIDI Setup
• The sidebar on the left should list your iOS device ➊ with an Enable button
• the button and a new USB Device ➋ will be listed in the sidebar (in my case iPhone)
• You can read the text explanation ➌ on the right with information about this "Inter-device Audio
and MIDI Mode". The important part is that this single cable transmits both Audio and MIDI signals
between the iOS device and your computer. Exactly what we are looking for.
• The MIDI Studio window on the same Audio MIDI Setup utility now shows a new MIDI Device ➍ with
the lightning connector icon.

Audio MIDI Setup utility


Logic Setup
• The Devices
MIDI Preferences
page of the Audio Preferences lets Audio Preferences
you select the iPhone ➎ as the
audio input in Logic.
• The iPhone ➏ also shows up as a
new MIDI Input in the MIDI
Preferences.
• On the External Instrument Plugin, ➎
you select the iPhone as the MIDI
Destination ➐ and Input 1-2 ➑, which
represents the audio output of the
External Instrument Plugin
iPhone that you selected in the
Devices page ➎.

Now you configured sending MIDI from Logic



to the iOS device and receiving audio from ➐
the iOS device to Logic.

Happy Sampling 😎
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Capture Recording

Capture As Recording in Stop Mode

Capture Recording is an existing feature in Logic for a long time, but now its functionality has been improved,
or let's say extended.

In case you are not aware of, it is available as two types of commands:
Control Bar Button: The Capture Recording Button ➊ is one of the Transport buttons in the
Control Bar. It is not displayed by default, and you have to enable the checkbox in the Customize
Control Bar and Display popover ➋. on the downward arrow to open the popover.
Key Command: The Key Command Capture as Recording is assigned by default to ➍.

Control Bar
➊ ➌

Key Command

What is Capture As Recording


Capture As Recording lets you record MIDI Events without
being in Record Mode . You can play on your MIDI
Keyboard in Play Mode and now also in Stop Mode .
After finished playing, just use the Record As Recording ➋
command, and Logic creates a MIDI Region with the MIDI
Events that you just played.

Capture As Recording in Stop Mode


There are a few underlying rules for using the Capture As Recording in Stop Mode:
Whenever Logic receives MIDI messages, they are recorded into a buffer so you can create a MIDI
Region afterward using the MIDI Events in that buffer.
Whenever you press Play, the buffer will be reset.
Long Pause: When you play a phrase, wait for 20sec (or longer) and play a second phrase, then only
the first phrase will be deleted from the buffer.
Short Pause: When you play a phrase, wait a few seconds (less than 20sec) and play a second phrase,
then only the second phrase will be visible as a MIDI Region when you use Capture As Recording.
However, the first phrase is still captured, just hidden. Extend the left border of the MIDI Region, and
you will see the first phrase.
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What will be recorded in Stop Mode


MIDI Events
CC Events
Any Automation Data, including Plugin Automation Parameter (if the new "Record Automation with MIDI
Regions" is enabled).

Tempo Mode ADAPT


When you enable Tempo Mode ADAPT in the LCD Display, the Capture Record feature gets even more
powerful: With ADAPT enabled, when you play a phrase on your MIDI Keyboard in Stop Mode, the following
will happen when you use Capture Record:

A new MIDI Region will be created with those MIDI Events


The Tempo of the phrase in the MIDI Region will be analyzed
The analyzed Region Tempo will be applied to the Project Tempo

Tempo Mode KEEP


Even if you don't use the ADAPT Mode, you still can use the advantage of Logic's amazing Smart Tempo
capabilities to fit something that you noodle around on your MIDI keyboard to the Project Tempo even if you
didn't play to a click, not even play with your Project at all.

Here are the steps:


Play a section on your MIDI Controller in
Stop Mode.
Use the Capture Region command.

Logic creates a MIDI Region with
completely "free" MIDI Events, not locked ➋
to the Project Tempo, nor locked to any
tempo at all, just playing in freestyle.
Select the Region and open the Smart
Tempo Editor, press to open the Editors
Pane and on the Smart Tempo tab ➊.

Because the MIDI Region was
played in Stop Mode, it has no
Tempo Information. That's why

the Smart Tempo is empty ➋,
offering you the option to analyze ➎
the Tempo ➌ of your MIDI Event (what you played in freestyle).
Once Logic creates the Tempo Markers in that MIDI Region, you have two option:
Apply Region Tempo to Project Tempo... ➍: You use the tempo that you played (in freestyle)
and use that to overwrite the Project's Tempo Track.
Apply Project Tempo to Region and Downbeat ➎: You keep the Project's Tempo and change
your MIDI Region, so it plays back in that tempo.

The two commands are available in many different locations (i.e., on the Region and select from the
contextual menu. For more information about the Smart Tempo, please refer to my books "Logic Pro X -
What's New in 10.4" and "Logic Pro X - What's New in 10.4.2" with detailed explanations of that feature.
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Disable "Capture As Recording" in Stop Mode

If you prefer to have Logic's Capture As Recording only buffer your MIDI performance during Play Mode and
not in Stop Mode, you move the mouse cursor over the Capture Recording Button ➊ (a downward-arrow
appears) and on it. The contextual menu gives you the option to disable Capture in Stop Mode ➋.
Control Bar

"Capture As Recording" Multiple Cycle Runs as one Long Region

This is a cool new feature. Let's say you play (not record) multiple repetitions of a cycle to jam along but want
to create a single long Region with all the individual cycles one after another instead of merging them or put
them on separate Takes, Tracks, or Track Alternatives.
Here is what you do:

Enable the Cycle Mode , i.e., bar 5-7


Play with your MIDI keyboard (without engaging record mode) along the Cycle (i.e., 3 rounds)
Stop Playback
IMPORTANT: Turn off Cycle Mode
Use the Capture Recording command
Logic now creates a single MIDI Region, bar 5-13, placing all the MIDI Events of the three rounds you
were playing one after another

"Capture As Recording" With Overlapping Regions

The Capture as Recording (in Play Mode) also works with the various setting for the Overlapping Track
Recordings ➌:
For example, when the Create Take Folder ➍ option is selected, and you play along in Cycle Mode, then when
you use the Capture Recording command, all your cycle passes are placed in separate Take Folders.

Recording Preferences


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4 - Main Window

Control Bar

New Quick Help Menu

The Quick Help functionality has been improved regarding the different appearances:

10.4.8 10.5


On-Off: The command that toggles the Quick Help on/off is the same.
the Quick Help Button ➊ on the Control Bar
Inspector Pane
Menu Command Help ➤ Quick Help ➋
Key Command
Quick Help appears as: The Quick Help text can be displayed in ➍
three different ways. These three options are now available in a
submenu from the new menu command Quick help appears as ➌.
Inspector Pane ➍
Floating Window ➎
Bubbles at Pointer Location ➏
Button Color: Please note the different colors of the Quick Help
Floating Window
Button:

• Quick Help is off



• Quick Help is on, displayed in Inspector Pane or as a
Floating Window

• Quick Help is on, displayed as yellow bubbles

Key Commands: There is now an additional Key Command ➐ to


toggle between Bubbles and Inspector/Float Window.

Yellow Bubble



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Capture As Recording Options

Logic Pro X 10.5 added the new functionality so Capture as Recording ( ) now also works in Stop Mode
(which I explained in the previous chapter). However, if you prefer to have Logic's Capture As Recording only
buffer your MIDI performance during Play Mode and not in Stop Mode, you move the mouse cursor over the
Capture Recording Button ➊ (a downward-arrow appears) and on it. The contextual menu gives you
the option to disable Capture in Stop Mode ➋.


Reposition of Autopunch Buttons in Control Bar

This little change is not as groundbreaking as others but a "logical" improvement nevertheless.
The two buttons ➌ on the Control Bar for Set Punch In Locator by Playhead and Set Punch Out Locator by Playhead are
now placed next to the actual Autopunch Button. Makes sense.

Control Bar Control Bar


➌ ➌

10.4.8
10.5

Control Bar Configuration Popover Control Bar Configuration Popover


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Global Tracks

Automatic Marker Colors

The Tracks tab ➊ in the Display Preferences has a new selector, Marker Color ➋. It opens a popup menu
with three options ➌ on how to automatically color new Markers.
Static: No colors, the markers are gray
Auto-assign - 24 colors: The Markers are automatically colored, using 24 colors of the Color Palette ➍

Auto-assign - 96 colors: The Markers are automatically colored, using all 96 colors ➎ of the Color
Palette

Display Preferences

10.5 10.4.8

➏ ➑ ➐

96 different Marker Colors repeating


Color Palette

The three options in the popup menu to automatically create Track Colors ➏ also have been renamed
accordingly. Instead of the strange name "Auto Progress" ➐ it now uses the better term "Auto-assign" ➑.

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Vertical Guide when dragging Marker Start


Workspace
When you ➊ a Marker on the Marker Track, now a vertical line
appears ➋ that indicates the start of the Marker, drawn across the
Workspace, Global Tracks, and the Ruler.
That vertical guide now also appears Piano Roll Editor
in the Piano Roll Editor ➌, but only
across the Global Tracks and not the ➌ ➊
Notes Area.

Vertical Guide for Region Adjustments Workspace

In 10.4.8, the vertical guide appeared already when dragging Regions


in the Workspace, but now in 10.5, it extends all the way up through
the Global Tracks and the Ruler ➍. ➍

Unfortunately, the vertical guide does not extend to the Ruler in Editor
Windows.

Junction Tool Disabled on SMPTE-Locked Markers

If a Marker is SMPTE-locked ➎, then


the Junction Tool will not appear when ➎
you move the mouse cursor between two
adjacent Markers.

Single Time/Key Signature Change



In cases where the Project contains only one Time Signature ➏ or Key
Signature ➐, changing either one in the LCD now always changes the
Project Time Signature or Key Signature instead of inserting a new Time ➐
Signature or Key Signature at the current Playhead position.


Maximum Time Signature Numerator 96

The maximum possible Numerator value ("Number of Beats" ➑)


for Time Signatures has been increased from 32 to 96.

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Tracks

64 Channel Strip Groups

Remember that you have four types of "Groups"


Audio SubGroups (Logic calls these also Summing Stacks)
VCA Groups (Logic calls these also Folder Stacks)
"CurrentlySelectedTracks Group" (there is no name for that type of Group)
Channel Strip Groups (Logic calls these just "Groups")

In Logic 10.4.8, you could only create up to 32 Groups. Now in 10.5, the number has been
increased to 64 Groups.

Here is a new Group functionality that is very useful.


on a Group in the Group Inspector (or floating
Group Window), and Logic selects all the Tracks that are
members of that Group.

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New Drag Region/File Import Window

When you Audio Files, Apple Loops, and even Regions over the Track Header of a Software Instrument
Track or the area below the last Track Header, a special menu (also referred to as "Tiles") opens that provides
various options on how to and where to import that file(s).
That procedure is highly dynamic and recognizes where you drag the file. Based on that, it gives you different
options:

Below last Track Header


• Single file ➊: With a single file a new Track is ➊
created loaded with any of the three ➋
Instrument Plugins (Quick Sampler, DMD,
Alchemy) with various import options
• Multiple files ➋: The Plugin options are now Sampler and DMD.

Track Header of empty Instrument Track


• Single file ➌: Same six options
• Multiple files ➍: Same three options ➍
Track Header of Sampler Track

• Single or multiple files ➎: If the
Sampler Plugin is already loaded on that
Track, then one or multiple files will be
added to that Sampler Instrument
assigned to new Zones using the Chromatic or Optimized mapping option.

Track Header of DMD Track


• Single or multiple files ➏: If the DMD is already loaded on that Track,
then one or multiple files will be added to new Pads on that DMD.

Track Header of Quick Sampler Track


• Single file only ➐: If the Quick Sampler Plugin is already
loaded on that Track, then you can only add a single file using ➎
the Original or Optimized import option.

Track Header of Alchemy Track


• Single file only ➑: If the Alchemy Plugin is already loaded
on that Track, then you can only add a single file using the

Additive or Granular or
Spectral import option.


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New Color-adaptive Track Icons



When you the Track Icon on the Track Header, you open the Track Icon Popover
with a wide variety of icons grouped by instrument categories. All of those categories
now have new monochrome icons ➊, separated by a divider line. These are special
icons that ,when used on a Track, adapt their color to the Track's Track Color ➋.
The new Drum Machine Drum Machine Designer
Designer now also uses these
icons to automatically color-
code the Kit Pieces ➌.

Track Icon Popover


➊ ➊



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New "Assign Track Icon..." Menu Command


Main Menu Track Contextual Menu
The Track menu now has an additional command
Assign Track Icon... ➊ to open the Track Icon
Popover.

New Default Track Colors

The default colors for the Track Colors are now one shade brighter ➋ compared to 10.4.8 ➌

➌ 10.4.8 ➋ 10.5

New Command "Select Frozen Tracks"

The submenu for the Select Tracks ➍ command in the Edit Menu has a new option to select
Frozen Tracks ➎.


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Opt+click on Group to select Group Members

When you on a Group ➊ in the Group Group Inspector Track List


Inspector, then all the Tracks belonging to that Group
(Group Members) will be selected (highlighted) ➋.

➊ ➋

Select Tracks on Region/Marquee Selection

The Editing tab in the General


Preferences ➌ has a small update
for one of the options. The
checkbox Select tracks on region

selection is now called Select tracks on
region/marquee selection ➍ to indicate
that now, when you create a
Marquee Selection in the
Workspace, it can also select the
corresponding Track(s).

Shift-click Trick for Marquee Selection

Here is a little bonus trick regarding the Marquee Selection in case Workspace
you didn't know (existed already pre-10.5):
When you a Marquee Selection in the Workspace, the ➎
highlighted area will be across adjacent Track Lanes. However, you
can remove the Marquee Selection on individual Track Lanes (or
add them back on) when you the Marquee Selection on a
Track Lane. This way, you end up with a Marquee Selection across
non-adjacent Track Lanes ➎ (similar to the Pro Tools Track-based ➎
Selection).


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Workspace

KC Create Empty New Region

There is a new handy Key Command Create Empty MIDI Region ➊ that Key Command Window
creates a new 1-bar MIDI Region at the Playhead Position on all currently
selected Tracks, even on Audio Tracks in case you want to record Region
Automation.

Drag Region(s) below the last Track Lane

When you a Region below the last Track Lane to the empty area, you will copy the Track the Region was
originally placed on, and the Region will be either moved or copied to that Track Lane to
whatever position along the Timeline you place it.

New Menu Command "Bounce and Join"

10.4.8 had a menu item Join ➋ in the Edit Menu with the two join commands in its submenu ➌.
10.5 now renamed the menu item Join to Bounce and Join ➍ and added the Bounce Regions in Place... command ➎
to the submenu that already exists in the Main Menu File > Bounce >.
In addition, if a Cell is selected instead of a Region, then the submenu changes the command Join to Join
Regions and Fill Cell ➏. When you on a Cell ➐ to open its contextual menu, you will also find that same
command plus an additional command Bounce Cells in Place ➑.

10.4.8 10.5 Region Contextual Menu

➋ ➍


➏ Cell selected
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Region Content Move: Slip and Rotate

The Slip command is a long-overdue addition to the Region editing tools. It is more common in video editing
but also very useful for audio editing. In addition to Slip, Logic also added a variation of that edit, called the
Rotate command.

Here is how it works:

Move: When you move a Region, you keep the left and right border locked to the
Region Timeline (the way you truncated the Region) and reference them to a new
position on the Project Timeline.
Slip and : When you slip ➊ a Region, you keep the left and right
border of the Region locked to the Project Timeline, so the Region doesn't seem to
move on the Track Lane. Instead, you move the left and right border along the Region
Timeline "inside". Basically, you move the "window", the underling media of the audio
file.
Slip Limit: With MIDI Regions you can slip to the left or right as much as you want
because it is only a container with MIDI Events, however, with Audio Regions, you can
only slip the Region until it reaches the beginning or end of the underlying media, the
Parent Audio File.
Rotate and : The Rotate ➋ command also keeps the left
and right border locked to the Project Timeline while slipping the Region content.
However, if you Rotate Right, it slips only the current "window" content that is visible on
the Region. The portion that you "move out" on the right will "show up" on the left. You
are rotating the currently visible content.
Rotate Limit: Rotating a MIDI Region is simple and works like a carousel. ➍
However, rotating Audio Files is a little bit more tricky, and a lot of stuff is
happening under the hood. First, you will notice a Folder Icon ➌ on the
Region Header appear, indicating that this is now a Folder Region. You can
on the folder icon an d a popup menu appears ➍ with two commands
to unpack the folder. The vertical line ➎ indicates where the Audio File ➌
"wrapped around". If you open the Project Audio Browser, you will see ➎
additional Regions created to simulate that rotate edit.
Set Nudge Value to: The increments used for the Slip and Rotate edits are
the same used for the Nudge edits, the Nudge Value ➏ that you can select
from the same submenu or use any of the many key commands.

Region Contextual Menu




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New Commands "Edit Length"

The Edit Menu (Main Menu ➊ and Local Menu ➋) has a new menu item Length with three options in its
submenu:
Double: This is like a Repeat & Merge command. The selected Region(s)/Cell(s)/Event(s) will be
doubled (repeated once) in length and then merged into a single Region. Of course, with a selected
Audio Region, it will create a new "joined" Region.
Halve: This command will trim the selected Region(s)/Cell(s)/Event(s) by halve.
Change...: The Change ➌ command opens a dialog ➍. You can change the length of the selected
Region(s)/Cell(s)/Event(s) by a specific factor that you choose from the Length Factor Selector.

Local Edit Menu


Main Menu


➊ ➌

Show/Hide Keyswitches Window

Key Commands Window


The new Key Command Show/Hide Keyswitches Window ➏ toggles the
standalone Smart Control Window with the Keyswitches tab ➐ selected.

Smart Controls Window > Keyswitches


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New "Convert to New Sampler Track" options

When you on an Audio Region and select from the Contextual Menu ➤ Convert ➤ Convert to New
Sampler Track ( ) ➊ the Convert Regions to New Sampler Track Dialog opens ➋.
Logic 10.4.8 created a new Instrument Track with the EXS 24 Plugin loaded ➌. Now in 10.5, the dialog has a
new section Instrument ➍ with three options to select which Plugin should be loaded on that newly created
Track. In addition, a MIDI Trigger Region will be placed on that Track.

Alchemy Region Contextual Menu


Drum Machine Designer
Sampler

10.4.8 ➋ 10.5


Remove individual Fade In / Out / Crossfade

The contextual menu that opens when you on a Fade Area of


a Region now lists the command to only remove that type of
Fade (Fade In, Fade Out, Crossfade). It also applies to multiple
selected Regions.

Additional Improvements and Fixes

Bounce in Place now creates 24-bit audio files in cases where the "24-bit recording”
option is not enabled in the Audio Recording Preferences.
a region below the last track in the Track List to creates a new track with duplicate settings.
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Automation

Record Automation with MIDI Regions

Now you can record your MIDI performance and automation at the same time into the same MIDI Region.
Software Instrument Track only, not available for Audio Tracks.

Track Automation
Here is a quick recap about Track Automation:
To record Track Automation online (while the Project is playing), you don't have to be in Record Mode .
Instead, you set the Automation Mode to either Touch, Latch, or Write, and any movement of the on-screen
controls of the Channel Strip, Plugin Window, or Smart Controls Window will be recorded as Track
Automation. The Track Automation Data is stored with the Track
(in an invisible Automation Region) and is visible on the Track Track Header
Lane or Automation Lane when Automation is made visible ➊
(key command ), and the blue button on the Track Lane is set
to Track ➊.

Record Automation with MIDI Region


When you on the Automation Mode Selector ➋ either on the Track
Lane or the Channel Strip of a Software Instrument Track, a popup menu
opens with the available Automation Modes. Now an additional option is ➌
available Record Automation with MIDI Region ➌ that is enabled by default.
For MIDI recording, during recording , when you play on your
MIDI Controller, Logic creates a MIDI Region and records those
MIDI Events into that MIDI Region.
And here is the new functionality: During recording, Event List
when you only move any on-screen controller of the
Channel Strip, Plugin Window or Smart Controls
Window, Logic will also create a MIDI Region and
records those controller data into the MIDI Region.

Automation Data is recorded in MIDI Regions as so-
called Fader Events (Status "Fader" or "F"), which are
Logic-proprietary messages that follow the same
MIDI Event structure. You can view and edit them
in the Event List ➍ like any other MIDI Events. ➏
You can perform on your MIDI keyboard and
create Automation at that same time and record ➎
both in the same MIDI Region or one at a time
with record merge.
You still can view and edit the Region
Automation in the Piano Roll Editor or on the
Track Lane ➎ with Region Automation Button
enabled ➏ ➐
Track Automation still has priority, so when you enable any of the
Automation Modes other than Read ➐, then the option Record
Automation with MIDI Region will be grayed out ➑.

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Show Automation without Interpolation

What is Interpolation?
When you create three Automation Control Points ➊ for the Track Automation, i.e. 0dB, -20dB, and -10dB, then
the actual Automation Curve is created by connecting those dots. That means the volume does not have
three values, and instead, it is gradually changing between those three values. Logic interpolates those "in-
between" values and sends them to the controller, in this case, the Volume Fader, to create a smooth fader
ride.
When you open the Track Automation Event List ➋ ( ) you can see those three Automation Control
Points. However, if you click the Additional Info button ➍ on top, you will see all the interpolated Automation
Control Points that Logic created ➎. Look at the lower-right corner of that window, and you will see how many
dots Logic created 1,607 Events ➏.

Track Automation Event List


Track Automation Event List


Turn off Interpolation ➏


A new Key Command now lets you toggle the Interpolation
data on/off. Just on a line segment between ➐
two Automation Control Points to turn interpolation on or
off.
In this example, now the level stays at 0dB ➐ until it reaches
the second Control Point where it jumps down to -20dB. If I
disable the second line segment too, then the level stays at
-20dB ➑ until it reaches the next Control Point, where it
jumps up to -10dB.

This feature lets you quickly create Automation Ramps.

Automation Conversion
Some Plugins (Channel EQ and Linear Phase EQ) now have a higher
Gain and Frequency resolution, and any automation for those
parameters will prompt a warning dialog about their conversion.

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5 - Other Windows

Loop Browser

There are few changes to the Loop Browser, mainly the addition of the new Pattern Loop, a few
enhancements, and a few cosmetic changes.

Cosmetic Changes

Let's start with the cosmetic changes:

Play Button and Gear Button swapped


The two buttons ➊ in the lower-left corner, the Gear Button and the Preview Button have swapped places ➋

"All Genres" Renamed "All Packs"


The Loop Packs Selector on top of the Loop Browser contains the list of all so-called "Loop Packs", the various
packages of Apple Loops that you can download. This functions as a viewing filter to only show a specific
Loop Pack. The first menu item was renamed from All Genres ➌ to All Packs ➍ to stay with the terminology to
show the Apple Loops of all installed Loop Packs.

New Loop Type Selector


The Header of the first column that lets you filter specific Loop Types now has a different icon ➎ to
accommodate the new Loop Type, Pattern Loops.


10.4.8 10.5

➌ ➍

➊ ➋
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New "Pattern Loop"

The button on the header of the first column now has a fourth segment to accommodate the new member of
the Loop Types, Pattern Loop ➊.

Audio Loop MIDI Loop


Pattern Loop Drummer Loop

Pattern Loops
A Pattern Loop is the representation of a Pattern Region that was created with the new Step Sequencer.
As I explained in the chapter about the Step Sequencer, you can save Pattern Regions as Pattern Files in the
Step Sequencer Browser. However, the Loop Browser gives you additional access, better metadata-based
search features, and flexibility without the need to have the Step Sequencer open.

10.4.8 10.5
Loop Browser


Here are the facts:


Appearance: Pattern Loops are yellow ➋, similar to Drummer Loops, to indicate the similarity to
Drummer Loops that both carry "instruction" data instead of audio data or MIDI data. But still, there
would be plenty of other color options, strange.
Search: You can search for Pattern Loops in the Loop Browser by restricting the Loop Type to Pattern
Loops in the Loop Type Popover ➌.
Content: Similar to the other Loop Types, a Pattern Loop is a special Audio File that contains multiple
layers: the Pattern, the Channel Strip Setting, the audio file, and the usual metadata.
Import: You can a Pattern Loop onto the empty space of the Workspace (or Live Loops) to put
that Pattern Region on a new Instrument Track, or you can it on an existing Track Lane. If you drag
it onto an Audio Track, then Logic will use the mixed-down Audio File of the Pattern Loop as a new
Audio Region on that Track Lane.
Create: You can create your own Pattern Loop like the other Loop Types. Select the Pattern Region in
the Workspace and select File > Export > Region to Loop Library (Key Command ).
Restrictions: Although you can use Pattern Regions on an Audio Track, you cannot create a Pattern
Loop from such a Pattern Region.
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Loop Browser
Auto Leveling

The menu that opens when you on the Gear Button ➊


has a new option, Auto Leveling ➋.
Not all Apple Loops are normalized, so when you preview
loops by stepping through the browser, you could
encounter level jumps. Having the Auto Leveling option
enabled plays back the Apple Loops with the same
loudness, which is different from Level Normalization.
Check out my tutorial about Loudness Normalization
http://logicprogem.com/Logic-Pro-X-Tutorials/.
Please note that this only affects the Preview and not the
level of the Apple Loop when you drag it onto the
Workspace.

Link Filter Settings to Logic Remote ➊



The menu item Link Filter Settings to Logic Remote ➌ is the
second addition to that menu. As the name implies, ➋
whatever search filter that you have set up in the Loop Browser will also be
applied to the Logic Remote app.

Apple Loops now use the new Flex- ➍


based Transient Analysis

When you export Apple Loops File > Export >


Region to Loop Library (Key Command ), Logic will now use the Flex-based Transients instead of a
16th note grid. This should result in better timing of the Apple Loops.
During the Export, you will now see the Analyzing Transients... ➍ progress window.


Export multiple files to Apple Loop
Library at once

Another improvement regarding the export is


that you can now select multiple Regions in the
Workspace and export them as multiple Apple
Loops.
File ➤ Export ➤
The name field indicates that with the text,

"Multiple selection" ➎.

Export Region/Cell to Loop Library...

In addition to Regions, now you can also export Cells as Apple Loops with
the renamed menu command.
File ➤ Export ➤ Region/Cell to Loop Library ...
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10.4.8 10.5

New and Renamed "Packs

The Loop Packs Menu has the following changes:

The Loop Packs are now arranged differently in


the menu. The Logic Loops are sorted
alphabetically in their own section on top, and the
other Loops Packs (i.e., GarageBand, Final Cut,
etc.) are grouped in their own section.
Future Bass has been renamed to Edges and Angles
Reggaeton Pop has been renamed Gozadera Latina
Eight new Loop Packs have been added:
• Toy Box
• Transition Effects
• Chromium Fray
• Prismatica
• Skyline Heat
• Oblique Structures
• Vision and Verse
• Step Sequencer

Two New Genre Keywords: "Techno" and "Electronic Pop"

The Genre field ➊ in the Export Dialog now has two


Apple Loop Export Dialog
additional Genres, 

Electro Pop ➋ and Techno House ➌.



Additional Improvements and Fixes

The minimum duration for Untagged Loops to be recognized as loops rather than one-shots has been
lowered to 1.7 seconds.
Untagged Loops can now be edited in the Smart Tempo Editor.
Improved indexing and display of user created Apple Loops in the Loops Browser.

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Project Audio

Enter BPM Value in Project Audio

In the Project Audio Browser, you can now enter a bpm value for an audio file that doesn't carry that
information in their metadata (like Apple Loops). Here are all the things that happen (visually) but somehow I
couldn't make any sense out of it how to use it (maybe it is not working yet):

on the empty bpm field ➊ and enter a value ➋.


The metronome icon ➌ will be added to the second column
The File Format Icon changes from the standard stereo glyph ➍ to the Apple Loop glyph ➎.
In the Region Inspector, the Flex & Follow parameter ➏ changes to the Follow Tempo parameter ➐.
Also, in the Region Inspector, the Speed parameter ➑ appears. You can change the Speed value ➒ and
the Region length changes accordingly on the Track Lane but not the actual tempo ... hmm?

➌ ➎

➊ ➋

➏ ➐

Additional Improvements and Fixes


The Project Audio window now shows the last known path for missing audio files.
The All Files Browser now sorts files by name.

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6 - Editors
Piano Roll Editor

Piano Roll Editor



Display Chord Symbols of Selected
Notes ➋

10.4.8: The Piano Roll Editor only displays the


corresponding Chord Symbol for a group of
Note Events if they have the same start time.
10.5: Logic creates the Chord Symbol ➊ of
any selected ➋ Notes regardless of their start
time.

Step Editor

Step Editor removed from the Editor Pane

The Step Editor has been removed from the Editors Pane ➌, but it is still
available to open as a standalone window from the Window Menu ➍.

Step Sequencer ➍

Logic Pro X 10.5


introduces the new Step Editors Pane: Step Sequencer
Sequencer ➎ available

as the new Step Sequencer
tab ➏ in the Editors Pane ➏
(Key Command ) and
as a standalone window ➐.
See the chapter Big New

Features for details about
the Step Sequencer.

Score Editor

Muting a track now immediately hides it in the All Instruments view in the Score Editor.
The original position of an Auto Slur is now displayed as dimmed while editing it.

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7 - Mixer & Plugins

Mixer

Remove Sends and Effects Commands

Setting Menu
The Setting Menu ➊ that opens when you on the ➊
Setting Button ➋ on top of the Channel Strip now has five
additional commands ➌ to manage the Channel Strip:

Bypass All Effect Plug-Ins


Remove All Effect Plug-Ins
NEW
Remove Empty Insert Slots
Remove Bypassed Plug-Ins
Remove All Sends
➍ ➌
Reset Channel Strip

New Pan Laws

Whatever mixer (software or hardware) you are working on when using the Pan ➍, make sure you know what
the Pan Law is for those controls. I provide an in-depth explanation of that important concept in my book
"Logic Pro X - The Details".
In Logic, you can choose the Pan Law in the Project Settings ➤ Audio ➤ General ➎ from the Pan Law popup
menu. 10.5 added four new options ➏ to choose from.
Project Settings ➤ Audio


NEW
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New Flashing "Destination Channel Strip"

When you on the Output Routing Button ➊ or the Sends Button, the Destination Channel Strip,
where the output or the sends is routed to, will flash. Now instead of flashing ➋ the entire Channel Strip, only
a white frame ➌ around the Channel Strip indicates the Destination Channel Strip.

10.4.8 10.5

Routed to... Routed to...

➋ ➌

Smart Controls for Aux Channel Strips

If you open the Smart Controls Pane in Logic's Main Window ( ) or the standalone Smart Control Window
( ), you will see two new buttons ➍ in the upper left of the Control Bar, Track ➍ and Master ➎.

10.4.8: In Logic Pro X v10.4.8, the Smart Controls displays the currently selected Track.
10.5: Now the Smart Controls can display controls for three types of Channel Strips:
Selected Track: This is the Channel Strip of the currently selected Track.
Aux Channel Strip: These are all the Channel Strips that function as Aux Returns for any Aux Send
used on the Track.
Output Channel Strip: This is the Output Channel Strip of the Project.

10.4.8

10.5

➍ New

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Example
This example Project has a single Audio Channel Strip ➊ that uses three Aux Sends ➋ routed to three Aux
Channel Strips ➌.
on the first button, Track ➍, to display the Smart Controls of the Channel Strip of that Track.
on the selector ➎ of the second button next to it to open a popup menu ➏ that displays the
Master (the Output Channel Strip) plus the name of any Aux Channel Strips that the currently selected
Track is routed to via Aux Sends. In this example, you will see Reverb 1, Reverb 2, and Delay.
The label of this second button ➐ changes to display the name of the currently selected Channel
Strip from the popup menu so you can click on the first or
second button to display the corresponding Smart
Controls.
Of course, you can configure each individual Smart
Controls window of the corresponding Channel Strip by
clicking the button (Inspector) to access the mapping
controls. For all the information about this powerful
feature, check out my book "Logic Pro X - How it Works".



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Bigger Click Zone on Stereo Pan Knob

Switching the Pan Knob from Stereo Balance to Stereo



Pan ➊ lets you narrow the stereo width ( on the ring)
and the position of that stereo width ( in the center).
It was almost impossible in 10.4.8 to "hit" the ring ➋
because that Click Zone was so narrow. Now in 10.5, that ➋
frustration has come to an end with a wider Click Zone,
so it is not a hit and miss situation anymore.


Freeze Cursor over Frozen Plugins

If a Track is is frozen, then any Plugin on the corresponding Channel Strip will be dimmed. Now in 10.5, the
mouse cursor changes to a Freeze Cursor ➌ when you move it over those Plugins to indicate the frozen
status. This makes it easier to differentiate between frozen Plugins and deactivated Plugins.

Channel Strip Configuration Command in Contextual Menu

The contextual menu that opens when you on the background ➍ of a Channel Strip now has three
more commands ➎ to Recall/Store the Channel Strip Configuration settings.

Forced Line Break on Channel Strip Name

The Channel Strip Name can display up to three lines (determined in


the Channel Strip Configuration Setting). If the name is too long, then
Logic automatically uses those additional lines.
Now in 10.5, you can type ➏ to force line

breaks.

Re-route Subtracks when Moved Outside a Summing Stack

When you all Subtracks of a Summing Stack out of that Summing Stack, now it re-routes their outputs
correctly to the main output.
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Plugins

New Plugins

Logic Pro X 10.5 introduced five new Plugins that I covered in details in the first chapter Big New Features.

Drum Synth ➊

Quick Sampler ➋ ➊
Sampler ➌

Remix FX ➍

Audio FX ➤ Multi Effects ➤ Remix FX
➌ ➍
Auto Sampler ➎
Audio FX ➤ Utility ➤ Auto Sample

 ➎

Drum Synth
Sampler

Quick Sampler

Auto Sampler

Remix FX
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Plugins open at the center of the screen when opening

When opening a Plugin in 10.4.8, the Plugin Window opened in the left-upper corner of the screen. Now in
10.5, the Plugin Window opens more in the center of the screen.

"Activate Channel" is renamed to "Activate Plug-ins"

The Active/Inactive Channel feature was 10.4.8 10.5


introduced in 10.4.5. Now in 10.5, the functionality
is still the same, but the naming of one command ➋
has changed (to be more accurate).

When the Plugins on a Channel Strip are inactive
(blue dimmed buttons ➊), then the Plugin Menu ➊
added the command "Activate Channel" ➋. That
command is now renamed to "Activate Plug-ins" ➌
which describes better what it actually does, switch
all the Plugins on that Channel Strip from inactive
to active.
Please note that if the Track that is assigned to that
Channel Strip is turned off ➍, then this
command will not affect that status and you have to
on the On/Off button in the Track Header to
enable that Track.

KC for Last Clicked Parameter works for Plugins

Logic has four very useful key commands ➎ that, I hope, you have
already implemented in your workflow. Whenever you change a
control, for example, the Volume Slider on the Track Header, and want
to adjust it again, you can use one of the four key commands to
increase/decrease that last clicked on-screen control by 1 or by 10.
These key commands can now also be used on the on-screen controls
of any Plugin ➏. 


Key Commands


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Channel EQ / Linear Phase EQ

There are quite few changes and additions in the Channel


EQ Plugin regarding the user interface with a lot of settings
from the Details pane (under the disclosure triangle) moved
to contextual menus. These changes are also applied to the
Linear Phase EQ Plugin.
Because the Channel EQ and Linear Phase EQ increased
their gain and frequency resolution, you will see a warning
when you automated those parameters regarding the
backward compatibility

New Frequency Scale

The first and very obvious changs are the labels and dividers along the horizontal frequency axis.


10.4.8

10.5
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New Vertical EQ Scale

The amount of how much you increase (+dB) or decrease (-dB) a ➊


specific Frequency Band is indicated on the vertical scale on the
right of the diagram. The functionality has changed quite a bit:

10.4.8
The range of the scale was always from -30dB to +30dB,
and you could up or down on the scale to
gradually change the scale from linear to exponential.
➋ ➌ ➍ ➎
10.5
There are three new functionalities:
on the scale to open a contextual
menu ➊ to choose from four Scale Modes:
Linear 12dB ➋, Linear 30dB ➌, Linear 60dB ➍, and
Warped ➎, which is an exponential scale.
up or down on the scale to move the
displayed scale (the 0dB axis) up ➏ or down
➐. on the scale to reset the scale and
put 0dB back to the middle. 12dB 30dB 60dB Warped

The contextual menu has an additional option


Visualize Master Gain. In 10.4.8, this option was always enabled and showed the Gain offset on the
Frequency Response Curve ➑. Now you can turn that visualized offset off, so the displayed curve is
not affected ➒.

Gain Offset
0dB

Gain Offset



0dB

Finer Frequency Settings Resolution

When changing the Frequency, Gain, or Q by dragging on the numeric values , hold down the key for a
more accurate adjustment and finer resolution (Frequency).

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Smaller Unit Fonts

The font size for the units (Hz, dB, and dB/Oct) are smaller ➊, so the
actual values are better to read. ➊

Filter Changes

You can the value of the Filter Slope ➋ control up or down. Now
you can also on it to open a popup menu ➌ to select one of the
6 Filter Slopes.
Also, now you can on the handle (the dot) ➍ to
change the Q like with the other Frequency Bands. A Q
appears on the mouse cursor. ➍

Analyzer Range Setting

The vertical axes ➎ of the left of the graph indicates the values of the Spectrum
Analyzer (not the EQ setting!). You can up and down on the axis to change the
section that you want to view on that scale.
The value range of that scale was 60dB, but now in v10.5, you can to open a
contextual menu ➏ with two options for the Analyzer Range, 60dB and 120dB. ➏

HQ Button (Oversampling)

The checkbox for Oversampling ➐ in the Details view now has been moved to the main
window as a new button labeled HQ ➑.
Please note that his parameter is not available for the Linear Phase EQ Plugin.

10.4.8 10.5

➐ ➓

Analyzer Button Contextual Menu

The two settings for Analyzer Resolution and Analyzer Mode ➒ have been moved from the hidden Details section
to a contextual menu that opens when you on the Analyzer button ➓.

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Gain-Q Couple Menu

The selector for the Gain-Q Couple Mode ➊ in the hidden 10.4.8
Details view now also has been moved to the main
window as a contextual menu ➋ when you on the ➊
new button labeled Q-Couple ➌.

The concept behind Gain-Q Coupling has to do with


the differences in EQ designs, "Constant Q" vs.
"Proportional Q". Here are a few points to wrap your 10.5
head around those concepts:
Q or Q-Factor is defined as the center
frequency divided by the affected bandwidth
(measured at the -3dB point). That determines
the width of the "skirt" of a Bell-shaped EQ. ➌
With a Constant Q design, when you increase/
decrease the Gain, more and more frequencies on the left and right are
effected. The skirt widens. ➋
With a Proportional Q design, when you increase/decrease the Gain, the
affected frequencies stay the same and, therefore, the width of the skirt
stays the same. However, that means that the Q is changing. The higher the
Gain, the higher the Q.
When you have Q-Couple enabled and increase the Gain, the displayed Q
value stays the same. This is not the real Q value and only a "Reference Q Value". When you now
disable Q-Couple, you will see the Q value change, which shows the "Real Q Value".
Fun Fact: The Q-Couple Button is not automatable, but its effect is. When you toggle it, it changes the
Q value between "Reference Q-Value" and Real Q-Value".

Automation
When you automate Gain and Q, it is better to have Q-Couple enabled. This way, you can change both
independently, and they don't create conflicting automation data.

Channel EQ Compatibility

The Gain and Frequency Resolution of the Channel


EQ and Linear Phase EQ have been increased in

v10.5 ➍. Loading older Logic Project will trigger an
automatic conversion of existing automation.
However, the result should sound the same and
maybe better for very slow sweeps based on the
finer resolution.

Vintage EQ Collection Submenu

The three Vintage EQ Plugins ➎ are now


listed in a submenu Vintage EQ Collection ➏ in
the Plugin Menu.
 ➎

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Other Plugins

Compressor: Internal EQ Side Chain

A hidden secret of the Compressor Plugin was that its Filter/EQ ➊ was always enabled in the Side Chain. That
means, even if you have set the Side Chain Selector to None ➋, the Filter/EQ setting was still placed in the Side
Chain and operational.
To have a better indication of that, the option None ➋ in the Side Chain Menu has been renamed to Internal ➌.

10.4.8 ➋ 10.5

Space Designer: Minor Changes

Size Knob added in Surround Mode Right-click Menu on Envelope


When the Channel Strip is set to Surround, then the on the Envelope will open a contextual
Space Designer now has a Size knob ➍. menu with a single command "Reset Envelope" ➎.


Space Designer


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Ultrabeat: High Resolution


Ultrabeat
The User Interface of the Ultrabeat Plugin now
has double the resolution so you can better
see these tiny controls and labels.

Retro Synth: Label Renamed

Retro Synth
There are two labels on the Retro Synth Plugin that have
been renamed. They are in the Settings section ➊:

"Voices" ➋ renamed to "Polyphony" ➌


"Voice Stacking" ➍ renamed to "Unison" ➎

10.4.8 10.5

➋ ➌



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Alchemy: Minor Changes

There are now additional Drag&Drop functionalities to add files to the Alchemy Plugin:

Drag Audio Regions from Workspace into Alchemy's Drop Zones

In addition to dragging audio files from the Finder or a Browser window in Logic, you can now also an
Audio Region from the Track Lane ➊ directly onto the Drop Zones ➋ in Alchemy.

Drag File onto Track Header

When you a file over the Track Header, a new menu opens, referred to as "Tiles", that has various import
options ("drop zones"), including importing the file into Alchemy. There are three variations:

over the area below the last Track Header ➌


over the Track Header of a Software Instrument
Track with no Plugin loaded yet ➍.
over the Track Header of a Software Instrument
Track that has the Alchemy Plugin already loaded ➎.

Track Header



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"Edit Modulation" changed to "Show Modulation"


Alchemy > ADVANCED
When on the ADVANCED page of Alchemy, you can
on any control knob in the Modulation section to open a
contextual menu. On that menu, the item "Edit Modulation"
has been renamed to "Show Modulation" ➊. It switches the
Modulation Map to display that control as the Target
Modulation.


Added Limiter
Alchemy now includes a Limiter ➋ switch in the header.

Improved Tuning
Alchemy now tunes each note based on the sum of its detune offset and the tuning table.

Dragging mp3 files


MP3 files can now be dragged directly into Alchemy.

Limiter: 0.1dB Gain Resolution


Limiter Plugin
The resolution of the Gain ➌ setting in the Limiter Plugin
has been increased to 0.1 dB.


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Space Designer: Reset Output EQ


Space Designer
The Gear Button ➊ in the Space Designer has
a command Reset EQ ➋. Now in 10.5, it actually
resets the curve that you set in the window ➌
Output EQ ➌.

Vintage B3: Vibrato/Chorus Mode

The Vintage B3 plugin has a new switch. on the Options ➍ button on top and you will see a new Mode ➎
switch for the Scan Vibrato/
Vintage B3
Chorus:

Real: Sounds like it
alters more the ➍
higher harmonics like
the wobbliness alters
as you get higher.
Model: Sounds like it
alters more the lower
harmonics

NEW


Initialize Instrument Plugin

The Settings Menu ➏ in the Plugin Menu has a new command Initialize Setting ➐ to initialize that Software
Instrument Plugin.

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8 - Miscellaneous

Project Chooser

New Project: Live Loops

Selecting New Project ➊ in the Sidebar of the Project Chooser ( ) now provides two options:

Empty Project ➋: This is the old selection to create a new empty Logic Project.
Live Loops ➌: This new option also creates a new empty Logic Project that is pre-configured (like a
Template) to start with Live Loops.
Project Chooser

➋ ➌

Project Chooser

Tempo Slider replaced with Tempo Scrubber

The horizontal slider ➍ to adjust the Tempo in 10.4.8 has 10.4.8


been replaced with a Scrubber ➎ (a field displaying a
value that can be changed by dragging the number up/
down). the field up/down or on its up/down ➎
arrow.

Download Button for Templates Assets

If a Project Template includes missing assets that need to be installed, then the tile will
show a Download ➏ button when you move the mouse over it.



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Project Chooser Starter Grids

The Sidebar in the Project Chooser now has a new option "Starter Grids" ➊.
These are Project Templates based on Live Loops, pre-loaded with professionally recorded content, ready to
play and explore the new Live Loops feature.

Project Chooser

➋ ➌

If you move over an icon with your mouse cursor and a label with a downward-arrow ➋ appears, then it
means that this Project is not downloaded yet. on it, and you will see a circular progress indicator ➌ to
show the download status. After that, you will be prompted to enter your password to install the newly
download sounds.

Project Chooser: Demo Project - Billie Eilish


Project Chooser
Logic Pro X 10.5 comes with a new Demo Project. The previous
Project Beck is now replaced with a Logic Project "Ocean Eyes"
by Billie Eilish.
In the sidebar of the Project Chooser, on Demo Projects ➍ and
you will see that Ocean Eyes Project on the right ➎. on ➎
it to open the original tracks of Billie Eilish's Logic Project.

Happy Remixing... ➍
Maybe a heavy metal guitar solo is exactly what this song is missing.
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Project Chooser with Tutorials

Project Chooser
The Sidebar in the Project Chooser
now has a new option "Tutorials" ➊.
Select it, and you will see three icons
on the right. These are special Logic
Projects that contain guided
Tutorials for the three new features: ➊
Live Loops
Quick Sampler NEW

Step Sequencer

Please note that similar to the Demo


Project, the disclosure triangle for
the Details pane is missing.
This page can also be opened from
the Main Menu Help ➤ Logic Pro X Tutorials ➑. ➑
Special Track Notes

When you open one of those tutorials ( on it) a Logic Project opens with some specialties ➋:
The Track Notes Pane ➌ on the right contains the guided text for that tutorial with step-by-step
explanations and images.
on the left ➍ or right arrow ➎ at the top to step through the numbered pages of that tutorial.
Each page automatically configures the Project (i.e., selects a Track ➏, sets a specific Cycle Range ➐,
etc.) specifically for the instructions discussed on a specific page.
Because this is a regular Logic Project, you can save it (to continue later where you left of) or add
more of you own material to it.


➐ ➍ ➎

Tutorial


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New Transient Detection

Logic Pro X 10.5 has a new and improved Transient Detection. Although this is not one of those new flashy
features, it still has a major impact even if it is happening hidden under the hood.

What is Transient Detection


Unlike a MIDI Region that contains individual MIDI Event, an Audio Region (a representation of its Parent
Audio File) is a continuous audio waveform (let's ignore the individual digital samples based on PCM). Most
DAWs can analyze an Audio File to detect any so-called Transients (which are sudden amplitude changes in
the waveform). The location of those detected Transients "inside" an Audio File are marked with Transient
Markers. These Transient Markers can then be used for a variety of processing like changing the tempo of an
Audio File.
The main architecture in Logic that relies on Transient Markers is Flex and its related features.

Flex Quick Sampler, Slice Mode


Audio Quantization Untagged Loops (not 100% sure)
Replace or Double Drum Track Smart Tempo (also uses other Algorithms)
Convert Regions to New Sampler Track

You can see the detected Transient Markers in the Audio File Editor ➊ when enabling Edit Transient Mode
➋. These are the orange dotted vertical lines ➌. You can also edit those detected Transient Markers. See
my book for more information about that "Logic Pro X - The Details".

Audio File Editor

➋ ➊


Update Transient Detection Project Audio Browser

If you have a Project created before 10.5 and want to use the ➎
new Transient Detection:
Open the Audio Region in the Audio File Editor ➊
and select Detect Transient from the Local Audio File
Menu ➍. This will overwrite any manual edits of the
Transient Markers.
Select the Audio Regions in the Project Audio Browser
➎ and select Analyze Audio for Flex Editing from the Local Edit Menu ➏. ➏
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About the Quick Sampler


Importing a Sample into the Quick Sampler Plugin will perform the Transient Detection on that Audio File.
When set to SLICE Mode, you can set the Sensitivity Slider when the Mode is set to Transient to determine
the number of Transient Markers.

Quick Sampler

Multi-Core Processing
The new version of the Transient Detection now makes use of multiple cores in parallel. This should result in
major performance improvements.

Note
Here are two things you have to be aware of related to the Transient Detection:
Although Flex Algorithms did not change, the different detection of the Transients might cause
different results with the new Transient Detections because the Flex Algorithms are based on the
detected Transients.
Transient Markers are stored as Metadata in the Audio File. Although the Transient Markers is
considered non-destructive, because it doesn't change the actual audio data, by changing the
Metadata, the Audio File is changed every time the Transient Markers are changed (automatically or
manually) and written to the file.
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Import / Export

Export Regions as Drag&Drop


Export Dialog
Now you can an Audio Region or ➊
MIDI Region from the Workspace
directly to the Desktop or any Finder
window as an alternate Export option.
The format for the Audio File is
determined by the setting the last time
used the Export Dialog ➊.

Save As options

The Save Dialog has two updated checkbox labels under the "Copy the following files into your project" section ➋.
EXS instruments and samples ➌ has been renamed to "Sampler audio data" ➍ and "Ultrabeat samples" has been
renamed to "Ultrabeat audio data".
The corresponding setting in the Project Setting ➤ Assets ➎ has also been renamed accordingly.

Save Dialog
10.4.8 Save Dialog
10.5



Project Settings ➤ Assets

Additional Improvements and Fixes

Region names in exported MIDI files can now have ➎


more than 32 characters.
Final Cut Pro X XML v 1.9 documents now import
correctly.
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Control Surface

New Controller Assignment Parameter "Tempo"

The Parameter ➊ for the Class type Global ➋ in Controller Assignment Window now has a new option, Tempo ➌.
That means you can assign an external controller to adjust the Tempo of your Project.
Here is how to program that:

the Tempo scrubber ➍ in the Transport Display of the Control Bar


Chose from the Main Menu Logic Pro X ➤ Control Surfaces ➤ Learn Assignment for "Tempo" ( )
Operate a knob, slider or encoder on any MIDI device
the blue Learn Mode button to disable it ➎

Controller Assignment Window




New Controller Assignment Parameter "Live Tempo Scenes"

The second addition in the Parameter menu is Live Loops Scene ➏ that lets you assign pads on your external MIDI
Controller (or even MIDI Notes) to trigger Scenes of your Live Loops.
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9 - Preferences - Project Settings - Menus

Here are the changes in the Preferences and Project Settings

Preferences

General ➤ Editing

The Editing tab in the General


Preferences has a small update for
one of the options. The checkbox
Select tracks on region selection has
been renamed to Select tracks on
region/marquee selection ➊ to indicate
that now when you select a
Marquee Selection in the
Workspace, it will also select the
corresponding Track. ➊

Audio ➤ File Editor

The tab "Audio File Editor" has been


renamed to "File Editor" ➋.

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Audio ➤ Sampler

The Audio Preferences has a new tab, Sampler ➊ with two pages, Misc ➋ and Virtual Memory ➌ that contain the
preferences setting for the new Sampler Plugin.
See the section Sampler in the Big New Features chapter for more details.



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Display ➤ Tracks

Track Color
The Color selector has been
renamed to Track Color ➊, and the
two menu options Auto Progress 24
and Auto Progress 96 have been
renamed to a much better self-
➊ ➋
explanatory Auto-assign - 24colors and ➌
Auto-assign - 96 colors ➋.

Marker Color
A new selector Marker Color ➌ has
been added that opens a popup
menu with three options ➍ on how
to automatically color new Markers.
Static means no automatic color
assignment.

Project Settings

Audio ➤ General

The General tab in the Audio Project Settings has four additional options ➎ in the Pan Law popup menu.


NEW
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Main Menus

File Menu
The File Menu has one additional command in the Import submenu,

Live Loops Grid... ➊.

Edit Menu
The Edit Menu has a couple of changes:

The menu item Select Tracks ➋ has an additional



command Frozen ➌ in its submenu to select all frozen
Tracks.
The new menu item "Length" ➍ has a submenu with
three commands Double, Halve, Change... ➎.
The menu item Join ➏ was renamed to Bounce and Join ➐.
The commands in the submenu "Region" ➑ was
renamed to Join" ➐ and the "Region per Track" was
renamed to "Join per Tracks". The menu item "Bounce
Regions in Place..." is new. ➋
The command Bounce Regions in Place ➓ was added to
the submenu, which is a copy of the File ➤ Bounce ➤
Regions in Place.
 ➍

10.4.8




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The menu item Move ➊ contains


four new commands ➋ in the
submenu: Slip Left, Slip Right, Rotate
Left, and Rotate Right.
The Convert ➌ submenu now always
shows the two commands Convert to
MIDI Region and Convert to Drummer
Region ➍ not only if that particular
Region is selected.
The Cut/Insert Time ➎ submenu
includes two new commands ➏ for
Live Loops, Copy Scene to Playhead
and Insert Scene at Playhead.
The command item Open Smart
Tempo Editor ➐ is now available in

the main menu. It was previously in
the Tempo submenu.



Track Menu
The section with the Hide-related
commands ➑ has a few changes. The ➐
commands are renamed, plus one
additional command, Hide Unselected Track(s)
➒. ➏
The menu command "Assign Track Icon..." ➓
is also new in this menu and also on the
Track's contextual menu.

10.5
10.4.8


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Window Menu
The Window menu has one additional command "Open Step Sequencer" ➊ to
open the new Step Sequencer as a standalone window.

Help Menu
The previous Quick Help Follows Pointer ➋ command has been removed and instead, a new command Quick Help
appears as ➌ now opens a submenu with three options ➍:
Inspector Pane

Floating Window

Bubbles at Pointer Location

The selection determines how the Quick Help information is displayed if Quick Help is enabled ➎.

10.4.8 10.5

➋ ➌


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10 - Key Command Changes

Changes

New Key Command Set

Usually, a new Logic update just adds a few new Key Commands, renames some or moves stuff around, but
the default key assignments don't change so you don't have to re-learn them. However, there are so many
new Key Commands in 10.5 due to the new features like Live Loops and Step Sequencer that the Default Key
Command Set in Logic has changed this time.
Now when you launch the new update the first time, a dialog appears with the option to use the new default
Key Command Sets.

New Key Command Categories

There are three new categories and one removed category:


Live Loops Grid: This category contains 13 Key Commands for the new Live Loop feature.
Step Sequencer: This category contains 78 Key Commands for the new Step Sequencer.
EXS24 Instrument Editor > Sampler: This category was completely removed because it relates to
the Instrument Editor of the old EXS24 Plugin. It has been replaced with the new category Sampler.

10.4.8 10.5

New

New
Removed

New
Logic Pro X - What's New in 10.5 (2020-0524) 10 - Key Commands Changes 228 of 234

New - Renamed - Moved

New Commands in Existing Categories

Here are the new Key Commands listed in their individual category:

Global Commands Quantize 1/2 Note

Record Into Cell


Quantize 1/4 Note

Rewind by Nudge Value


Quantize 1/8 Note

Forward by Nudge Value


Quantize 1/16 Note

Double Cycle/Loop Length


Quantize 1/32 Note

Quantize 1/64 Note

Halve Cycle/Loop Length

Quantize 1/2 Triplet (1/3)

Show/Hide Keyswitches

Quantize 1/4 Triplet (1/6)

Show/Hide Keyswitches Window

Quantize 1/8 Triplet (1/12)

Show/Hide Step Sequencer

Quantize 1/16 Triplet (1/24)

Toggle Selected Track(s) or Channel Strip(s) Record


Region Automation Mode
Quantize 1/32 Triplet (1/48)

Select Members of Group 1 ...64


Quantize 1/64 Triplet (1/96)

Toggle Hide Group 1 ...64


Quantize 1/128 Triplet (1/192)

Select Tracks and Set Default Region/Cell Parameters by Quantize 1/16 Swing A

Region/Cell/Folder
Quantize 1/16 Swing B

Select Tracks of Selected Regions/Cells/Folders


Quantize 1/16 Swing C

Set Default Region/Cell Parameters by Region/Cell/ Quantize 1/16 Swing D

Folder
Quantize 1/16 Swing E

Select All Regions of Selected Tracks


Quantize 1/16 Swing F

Remove Empty Insert Slots


Quantize 1/8 Swing A

Remove Bypassed Plug-Ins


Quantize 1/8 Swing A

Remove All Effect Plug-Ins


Quantize 1/8 Swing A

Remove All Sends


Quantize 1/8 Swing A

Bypass All Effect Plug-Ins


Quantize 1/8 Swing A

Play Previous Scene


Quantize 1/8 Swing A

Play Next Scene


Quantize 5-Tuplet/4

Stop All Cells


Quantize 5-Tuplet/8

Toggle Activation of All Tracks


Quantize 7-Tuplet

Live Loops: Keep Cells Squared When Zooming


Quantize 9-Tuplet

Live Loops: Show Start Positions as Offset


Quantize 1/16 & 1/16 Triplet

Live Loops: Show Length as Position Quantize 1/16 & 1/8 Triplet

Quantize 1/8 & 1/8 Triplet

Main Window Tracks and Various Editors


Double Region/Cell/Event Length

Show Track Automation


Halve Region/Cell/Event Length

Show Region Automation


Change Region/Cell/Event Length…

Create MIDI Region

Slip Right by Nudge Value

Create Pattern Region/Cell

Slip Left by Nudge Value

Create Drummer Region/Cell

Rotate Right by Nudge Value

Populate Track with Drummer Regions

Rotate Left by Nudge Value

Quantize 1/1 Note

Set Optimal Region/Cell Length Rounded by Note Value

Logic Pro X - What's New in 10.5 (2020-0524) 10 - Key Commands Changes 229 of 234

Various Windows
Removed Key Commands
Toggle Zoom Focused Track or Row

These are the Key Commands that were removed:


Main Window Tracks

Select Frozen Tracks

Main Window Tracks and Various Editors


Hide/Show Unselected Track(s)

Set Track and Default Region Parameters by Region/


Insert Scenes at Playhead

Folder

Copy Scenes to Playhead

Select Track by Region/Folder

Reactivate Upbeat Event Playback

Set Default Region Parameters by Region/Folder

Show/Hide Live Loops Grid

Show/Hide Tracks View

Switch between Live Loops Grid and Tracks View


EXS24 Instrument Editor
Show Live Loops Grid only
The entire EXS24 Instrument Editor category was
Show Tracks View only
removed (and replaced with the Sample Category

Show Both, Live Loops Grid and Tracks View


Export Sampler Instrument and Sample Files

Copy to Live Loops


Backup Audio Files of All Used and Active Instruments
Assign Track Color…
of Current Project…

Assign Track Icon…


New Instrument

Open Instrument

Save Instrument

Piano Roll Save Instrument As…

Set Note Color By Articulation


Rename Instrument…

Score Editor EXS24 Instrument Editor > Sampler


Duplicate Staff Style
The following Key Commands from the EXS24
Open Staff Style Window Instrument Editor category have been moved to the
new Sampler Category:

Load Audio Sample…

New Zone

New Group

Show/Hide Zones/Groups View

Show/Hide Velocity

View: View All

View: Restore To Defaults

Shift selected Zone(s)/Group(s) Left

Shift selected Zone(s)/Group(s) Right

Shift selected Zone(s)/Group(s) Left (Zones incl. Root


Key)

Shift selected Zone(s)/Group(s) Right (Zones incl. Root


Key)

Load Multiple Samples…

Open in Audio File Editor

Select Zone of Last Played Key



Logic Pro X - What's New in 10.5 (2020-0524) 10 - Key Commands Changes 230 of 234

New Commands for New Categories

Here are the new commands in the new Categories Live Loop Grid and Step Sequencer:

Step Sequencer Rotate Pattern Right

Show/Hide Pattern Browser


Rotate Pattern Left

Show/Hide Local Inspector


Solo Row

Repeat Step
Mute Row

Copy Row
Set Row Playback Mode to Forward

Paste Row
Set Row Playback Mode to Reverse

Paste Steps
Set Row Playback Mode to Ping Pong

Paste Row Settings


Set Row Playback Mode to Random

Paste to New Row


Rotate Row Right

Duplicate Row with Next Assignment


Rotate Row Left

Delete Row
Rotate Values for Current Edit Mode Right

Clear Step
Rotate Values for Current Edit Mode Left

Clear Row
Increment Loop Start for Row

Clear Pattern
Decrement Loop Start for Row

Increment Loop End for Row

Learn Mode

Decrement Loop End for Row

Store as Default Pattern Template

Show Subrows for Row

Revert to Default Pattern Template

Hide Subrows for Row

Transpose +1 Semitone

Show Subrows for All Rows

Transpose -1 Semitone

Hide Subrows for All Rows

Transpose +1 Octave

Toggle Selected Step

Transpose -1 Octave

Set Global Edit Mode to Steps On/Off

Transpose to Project Key

Set Global Edit Mode to Velocity/Value

Clear Current Edit Mode Values for Row

Set Global Edit Mode to Gate

Clear Current Edit Mode Values for All Rows

Set Global Edit Mode to Tie

Randomize Current Edit Mode Values for Row

Set Global Edit Mode to Note

Randomize Current Edit Mode Values for All Rows

Set Global Edit Mode to Octave

Set Step Color by Region Color

Set Global Edit Mode to Loop Start/End

Set Step Color by Row Color

Set Global Edit Mode to Note Repeat

Select Step Above

Set Global Edit Mode to Chance

Select Step Below

Set Global Edit Mode to Start Offset

Select Previous Step

Set Global Edit Mode to Step Rate

Select Next Step

Set Global Edit Mode to Skip

Preview

Increment Current Edit Mode Values for Row

Select Next Pattern Page

Decrement Current Edit Mode Values for Row

Save Pattern

Increment Pattern Step Rate

Save Template

Decrement Pattern Step Rate

Set Pattern Playback Mode to Forward

Increment Row Step Rate

Set Pattern Playback Mode to Reverse

Decrement Row Step Rate

Set Pattern Playback Mode to Ping Pong

Set Pattern Playback Mode to Random

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Live Loops Grid Sampler


Queue Cell/Scene Playback
Load or Replace Audio File…

Play Live Loops (Trigger Selected Cells or Focused New Zone

Scene)
New Group

Trigger Focused Scene


Toggle Zone/Group List

Retrigger Selected Cells or Focused Scene


Show all List Columns

Insert Empty Scene


Restore Default List Columns

Copy Playing Cells Here


Shift selected Zone(s)/Group(s) Left

Select Next Lower Cell, or Next Track


Shift selected Zone(s)/Group(s) Right

Select Next Upper Cell, or Previous Track


Shift selected Zone(s)/Group(s) Left (Zones incl. Root
Extend Cell, or Track Selection Up
Key)

Extend Cell, or Track Selection Down


Shift selected Zone(s)/Group(s) Right (Zones incl. Root
Select Previous Scene
Key)

Select Next Scene


Load Multiple Audio Files…

Enable Performance Recording On/Off


Open in Audio File Editor

Unpack Take Cell to Existing Scenes


Select Zone of Last Played Key

Unpack Take Cell to New Scenes


New Mapping

Toggle Grid Horizontal Zoom


Duplicate Group

Crop Sample

Crop Loop

Toggle Snap mode

Vertical Autozoom

Horizontal Autozoom

Automap using Current Root Note

Automap using Root Note from Audio File Names

Remap All Notes

Remap To Root Notes

Fill Gaps

Always Move Root Key with Zone

Preview Selected Zone



Logic Pro X - What's New in 10.5 (2020-0524) 10 - Key Commands Changes 232 of 234

Renamed Key Commands

The following commands are only renamed without any changes in functionality; mostly extended
functionality for Live Loops and Step Sequencer:

Global Commands
Set Locators by Regions/Events/Marquee ➤ Set Locators/Loop by Regions/Events/Marquee

Set Locators by Regions/Events/Marquee and Enable Cycle ➤ Set Locators/Loop by Regions/Events/Marquee and Enable
Cycle/Loop

Set Rounded Locators by Regions/Events ➤ Set Rounded Locators/Loop by Regions/Events/Marquee

Set Rounded Locators by Regions/Events and Enable Cycle ➤ Set Rounded Locators/Loop by Regions/Events/Marquee and
Enable Cycle/Loop

Move Locators Forward by Cycle Length ➤ Move Locators Forward by Cycle Length / Loop Forward by Loop Length

Move Locators Backwards by Cycle Length ➤ Move Locators Backwards by Cycle Length / Loop Backwards by Loop Length

Move Locators Forward by 1 Bar ➤ Move Locators/Loop Forward by 1 Bar

Move Locators Backwards by 1 Bar ➤ Move Locators/Loop Backwards by 1 Bar

Quick Help Follows Pointer ➤ Switch Quick Help Appearance between Bubbles and Inspector Pane/Float Window

Create Scene Markers (Auto Range) ➤ Create Movie Scene Cut Markers (Auto Range)

Remove Scene Markers (Auto Range) ➤ Remove Movie Scene Cut Markers (Auto Range)

Toggle Current Track Automation Off/Read ➤ Toggle Selected Track(s) or Channel Strip(s) Automation Off/Read

Set Current Track to Automation Read ➤ Set Selected Track(s) or Channel Strip(s) to Automation Read

Toggle Current Track Automation Touch/Read ➤ Toggle Selected Track(s) or Channel Strip(s) Automation Touch/Read

Toggle Current Track Automation Latch/Read ➤ Toggle Selected Track(s) or Channel Strip(s) Automation Latch/Read

Toggle Current Track Automation Write/Read ➤ Toggle Selected Track(s) or Channel Strip(s) Automation Write/Read

Toggle Current Track Automation Trim Mode ➤ Toggle Selected Track(s) or Channel Strip(s) Automation Trim Mode

Toggle Current Track Automation Write Relative Mode ➤ Toggle Selected Track(s) or Channel Strip(s) Automation Write
Relative Mode

Next EXS Instrument ➤ Next Sampler Instrument

Previous EXS Instrument ➤ Previous Sampler Instrument

Next Plug-in Setting or EXS Instrument ➤ Next Plug-in Setting or Sampler Instrument

Previous Plug-in Setting or EXS Instrument ➤ Previous Plug-in Setting or Sampler Instrument

Next Patch, Plug-in Setting or EXS Instrument ➤ Next Patch, Plug-in Setting or Sampler Instrument

Previous Patch, Plug-in Setting or EXS Instrument ➤ Previous Patch, Plug-in Setting or Sampler Instrument

Main Window Tracks and Various Editors

Select Previous Region/Event or Move Marquee End (or Marquee Point) to Previous Transient ➤ Select Previous Region/Cell/
Event or Move Marquee End (or Marquee Point) to Previous Transient

Select Next Region/Event or Move Marquee End (or Marquee Point) to Next Transient ➤ Select Next Region/Cell/Event or
Move Marquee End (or Marquee Point) to Next Transient

Toggle Previous Region/Event or Move Marquee Start (or Extend Marquee Selection) to Previous Transient ➤ Toggle
Previous Region/Cell/Event or Move Marquee Start (or Extend Marquee Selection) to Previous Transient

Toggle Next Region/Event or Move Marquee Start (or Extend Marquee Selection) to Next Transient ➤ Toggle Next Region/
Cell/Event or Move Marquee Start (or Extend Marquee Selection) to Next Transient

Select Previous Region/Event of Same Type ➤ Select Previous Region/Cell/Event of Same Type/Number

Select Next Region/Event of Same Type ➤ Select Next Region/Cell/Event of Same Type/Number

Loop Regions/Folders On/Off ➤ Loop Regions/Cells/Folders On/Off

Quantize Selected Events ➤ Quantize Selected Regions/Cells/Events

Repeat Regions/Events ➤ Repeat Regions/Cells/Events

Mute Notes/Regions/Folders On/Off ➤ Mute Notes/Regions/Cells/Folders On/Off



Logic Pro X - What's New in 10.5 (2020-0524) 10 - Key Commands Changes 233 of 234

Various Windows
Set Next Tool ➤ Set Next Tool or Edit Mode

Set Previous Tool ➤ Set Previous Tool or Edit Mode

Main Window Tracks


Select Next Region on Focused Track ➤ Select Next Region/Cell on Focused Track

Deselect All Regions except on Focused Track ➤ Deselect All Regions/Cells except on Focused Track

Bounce Regions in Place ➤ Bounce Regions/Cells in Place

Normalize Region Gain… ➤ Normalize Region/Cell Gain…

Apply Normalize Region Gain Again ➤ Apply Normalize Region/Cell Gain Again

Set Optimal Region Sizes Rounded by Bar ➤ Set Optimal Region/Cell Lengths Rounded by Bar

Set Optimal Region Sizes Rounded by Note Value ➤ Set Optimal Region/Cell Lengths Rounded by Note Value

Crop Regions outside Locators or Marquee Selection ➤ Crop Regions/Cells Outside Locators/Playable Range or Marquee
Selection

Rename Regions ➤ Rename Regions/Cells

Name Regions by Track Name ➤ Name Regions/Cells by Track Name

Name Tracks by Region Name ➤ Name Tracks by Region/Cell Name

Color Regions by Track Color ➤ Color Regions/Cells by Track Color

Color Tracks by Region Color ➤ Color Tracks by Region/Cell Color

Toggle Zoom Focused Track ➤ Toggle Zoom Focused Track or Row (moved to Various Window)

Changed Location

Import Audio File…

Moved from:

Global Commands
to:

Main Window Tracks and Various Editors


Logic Pro X - What's New in 10.5 (2020-0524) 11 - Conclusion 234 of 234

Conclusion

This concludes my manual “Logic Pro X - What's New in 10.5”.

If you find my visual approach to explaining features and concepts helpful, please recommend my books to
others or maybe write a review on Amazon or the iBooks Store. This will help me to continue this series.
To check out other books in my "Graphically Enhanced Manuals" series, go to my website at:
www.DingDingMusic.com/

Upcoming

Releases

To contact me directly, email me at GEM@DingDingMusic.com

More information about my day job as a composer and links to my social network sites are on my website:
www.DingDingMusic.com

Listen to my music on SoundCloud

Thanks for your interest and your support,


Edgar Rothermich

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