Every track in SANDYNE has a small row of buttons in its header. They're
tiny, but you'll use them constantly — and once you know them here,
you'll recognise them in every DAW ever made.
Click the buttons below to try them.
Sample 3
VOL
PAN
A track header in SANDYNE. Hover or click any button to see what it does.
M
Mute — silence this track
Mute turns a track off without deleting anything. The clips, notes and
settings all stay put — the track just stops making sound. Use it to
A/B a part ("does the song work without this shaker?") or to park
ideas you're not sure about yet.
S
Solo — hear this track alone
Solo is the opposite of mute: it silences everything else so
you hear just this track. Perfect for checking a single part in
detail — is the bass note right? is there noise in the vocal? You can
solo several tracks at once to audition a small group together.
Mute wins nothing over solo — a muted track stays silent even if you solo it.
Record arm — "record onto this track"
The red button arms a track for recording. Arming doesn't
record anything yet — it just tells SANDYNE "when the transport
record button is pressed, capture audio or MIDI here."
Arm a track, hit record, and play: your performance lands on that
track. Multiple armed tracks record simultaneously — handy for
recording a mic and a synth in one take.
Input listen — monitor what's coming in
The speaker button lets you hear the track's live input —
your mic, guitar or keyboard — routed through the track and its
effects, before anything is recorded. That's how you sing into a
reverb and hear the reverb as you perform. Other DAWs call this
input monitoring.
Hearing yourself twice, or an echo? That's usually input listen on a
mic track while your voice also reaches your ears acoustically —
headphones help.
A
Automation — settings that move over time
A mix isn't static: a filter opens over eight bars, the vocal comes
up in the chorus, a delay swells at the transition. Automation
records those moves as curves drawn along the timeline, and the
A button shows the automation lanes for the track.
Any knob you can turn, you can automate — volume, pan, and every
parameter of its instruments and effects.
The FX button between them opens the track's
effects rack — it's a door, not a toggle.
VOL and PAN set the track's overall level and stereo position; both can be
automated, of course.
DAW basics4 min read
What is MIDI?
MIDI is not sound. It's instructions for making
sound — digital sheet music: “play this note, this hard, at this
moment, for this long.” Any instrument can perform those instructions,
which is exactly what makes MIDI so powerful.
Click cells below to write notes, then press play.
PIANO ROLL1 bar · 16th notes
Every block is one MIDI note: its row is the pitch, its column the timing.
This is all a MIDI clip contains — no audio, just notes.
♪
Notes as data, not recordings
A MIDI note stores a handful of numbers: pitch
(which key), velocity (how hard it was hit),
start time and length. That's it.
When the song plays, an instrument — a synth, a sampled piano, a
drum kit — reads those numbers and produces the actual sound.
EDIT
Why record MIDI instead of audio?
Because instructions are editable and audio mostly isn't. Played a
wrong note? Drag it to the right pitch. Timing sloppy? Nudge or
quantize it. Wrong instrument entirely? Point the same notes at a
different one — the take survives every change of mind. An audio
recording of a piano is forever a piano; a MIDI clip is a
performance waiting for an instrument.
DIN
One language for all gear
MIDI (Musical Instrument Digital Interface) was agreed on by rival
synth makers back in 1983, and it's still how music hardware and
software talk: your keyboard controller sends MIDI into SANDYNE,
SANDYNE sends MIDI to instruments and
plug-ins. Forty-year-old gear and
yesterday's soft-synth speak the same language.
This is why a “MIDI keyboard” makes no sound on its own — it only
sends instructions. The sound comes from whatever receives them.
In SANDYNE, arming an instrument track
records MIDI from your keyboard; double-click a clip to edit the notes in
the piano roll, exactly like the demo above.
DAW basics3 min read
Audio vs. MIDI clips: two kinds of material
Everything on a SANDYNE timeline is one of two things: an
audio clip (a recording — actual sound, drawn as a
waveform) or a MIDI clip (instructions —
notes as data, drawn as blocks). They look similar as
rectangles on the timeline, but they behave completely differently when
you try to change them. Try the edits below on both.
SAME PHRASE · TWO CLIPS
MIDI CLIP▸ Pluck
Notes, ready to edit.
AUDIO CLIP▸ pluck_take3.wav
A recording — sound, frozen.
The same phrase stored two ways. MIDI edits are free; audio edits cost quality — or aren't possible at all.
VS
Instructions age well; recordings don't bend
A MIDI clip transposes perfectly, re-times perfectly, and will play
any instrument you point it at — it's just numbers. An audio clip
can be pitch-shifted or time-stretched, but the DAW has to
mathematically rebuild the sound, and past a few semitones or
percent you hear it: smeared transients, warbly “underwater”
artifacts. And some edits — like swapping the instrument — simply
don't exist for a recording.
REC
So why record audio at all?
Because audio captures what MIDI can't: a voice, a real guitar, a
room, a vinyl crackle — the actual sound of a performance,
with every nuance no instrument plug-in can regenerate. The rule of
thumb: keep things MIDI while you're still deciding, record
audio when the sound itself is the point.
Common workflow: write and arrange in MIDI, then record (or
“bounce”) parts to audio once they're final — audio is lighter on
the CPU and locks the sound in place.
In SANDYNE both clip types live side by side on the timeline — an
instrument track holds MIDI clips, an audio track holds recordings, and
the track controls work the same on both.
Music theory3 min read
Sound is air pressure
There is no “sound” in the air — just air, getting squeezed and
stretched. A speaker cone pushes forward and packs the air molecules
together; it pulls back and spreads them out. That ripple of pressure
travels to your eardrum, and that is all sound has ever been.
Press play and drag the sliders — the air and the tone change
together.
AIR — PRESSURE WAVE
Dark bands = squeezed air, gaps = stretched air. The curve below is the same thing drawn as a waveform.
AIR
Squeeze, stretch, repeat
The molecules barely move — they jiggle in place and pass the push
along, like a crowd doing the wave. What travels is the
pattern of pressure, at about 343 metres per
second. Take away the air (space!) and there's nothing to squeeze:
no sound at all.
AMP
Amplitude — how hard the squeeze is
Drag loudness down and the bands fade: the
pressure swings are smaller, and you hear the tone get quieter.
Same wave, gentler push. Amplitude is what a
volume fader changes — nothing else about the
sound moves.
HZ
Frequency — how often it squeezes
Drag pitch up and the bands crowd together: more
squeezes per second, and the tone rises. Squeezes per second are
measured in hertz — and everything about
what we can hear hangs off that one
number.
Every synth, every speaker, every song — it all ends as this ripple.
Next: how those ripples get names.
Music theory3 min read
Pitch, octaves & the note names
Music takes the endless range of frequencies and gives a few of them
names. The whole system hangs on one beautiful fact:
double the frequency and you get the “same” note, higher.
Click the keys — watch the other octaves light up.
KEYBOARD — EVERY KEY IS A FREQUENCYClick a key — or find A4, the tuning note.
Three octaves. Click any key: its whole note-family lights up — each one exactly double the last.
440
Why 440 Hz is “A”
Pure convention — and a surprisingly recent one. Orchestras spent
centuries tuning anywhere from 400 to 460 Hz until
A = 440 Hz was standardised in the
20th century. There's nothing magical about the number; what
matters is that everyone agrees, so every instrument — and every
DAW — lands on the same pitch.
×2
The octave — doubling sounds the same
220, 440, 880: physically very different frequencies, yet your
brain files them all as “A”. A doubled frequency
lines up perfectly with the original — every second peak matches —
so they blend almost into one sound. That's the
octave, and it's why note names repeat instead of
going on forever. Men and women singing “the same melody” are
usually an octave apart without anyone noticing.
A–G
Seven letters, twelve keys
Between one A and the next, Western music places
twelve equal steps — the repeating pattern of
seven white keys (C D E F G A B) and five black
ones (the sharps ♯ and flats ♭). The number after the
letter is just which octave you're in: C4 is “middle C”, A4 the
tuning note. Why twelve? That's a story about the steps themselves
— a topic of its own, coming soon.
In SANDYNE you'll meet these names everywhere: the
piano roll is exactly this keyboard turned sideways,
and every oscillator is tuned in these steps.
Music theory3 min read
Semitones & the 12-note system
An octave is a doubling — 220 to 440 Hz. But how do
you fill the space between? Western music slices it into
twelve equal steps called semitones —
and “equal” means something surprising.
Click the rungs, then flip to “Equal Hz” and play the ladder —
hear it go wrong.
ONE OCTAVE, TWELVE STEPS — A3 → A4
Click a rung to hear it — or play the whole ladder.
The octave from A3 to A4 on a ruler of Hz. Real semitones aren't evenly spaced in Hz — each one is ×1.0595 the last.
×
Equal steps means multiply, not add
Pitch works in ratios: an octave is ×2, so twelve
equal steps means each semitone is
× 21/12 ≈ ×1.0595 — about 6% up, every
step. That's why the rungs above crowd together at the low end:
6% of 220 Hz is a smaller jump than 6% of 400 Hz. Divide the
octave into equal Hz instead (the “Equal Hz” mode) and
every note lands between the cracks — your ear notices instantly.
12
Why twelve?
Notes sound good together when their frequencies form
simple ratios — 3:2 is the sweetest of all (the “perfect fifth”).
Twelve happens to be the smallest number of equal steps where the
ladder lands almost exactly on those ratios: seven semitones give
×1.498, a hair from 3:2. It's a compromise — every
interval is a tiny bit off, but the same amount in every key,
which is what lets one instrument play in all of them. Other
traditions chose differently: Arabic music famously divides
further, into quarter tones.
¢
Cents — the fine print between steps
Each semitone splits into 100 cents — too fine to
hear one at a time, but exactly the scale of the
Det knob you met on the
oscillator: detuning two voices by a
few cents makes a sound shimmer, and a supersaw is just seven
copies spread across a few dozen cents.
Twelve equal steps is the grid every piano roll is
drawn on — MIDI note numbers simply count semitones. Next up: which of
the twelve to actually use — scales.
Music theory3 min read
Tempo, beats & bars
Under every song there's a steady pulse you'd tap your foot to — the
beat. How fast it ticks is the tempo,
and how the ticks group together is the bar. That's
the entire skeleton of rhythm.
Start the metronome, drag the tempo, and switch how the beats
group.
METRONOME
4
4
Top number = how many dots; bottom number = what each dot is worth (♩ quarter, ♪ eighth). The big dot is the downbeat — in 6/8 the line under each group of three shows the eighths belong together: two rolling pulses per bar.
BPM
Tempo — beats per minute
120 BPM means two beats every second. Genres cluster around
tempos: ballads drift at 60–80, hip-hop leans 80–95, house sits
near 120–128, drum'n'bass flies at ~174. In a DAW the tempo is
set once and everything snaps to it — the
piano roll grid, the
arpeggiator, tempo-synced
delays. The metronome click is that grid,
made audible.
BAR
Bars — beats come in groups
Beats aren't equal: every few beats, one feels heavier — count
along and you'll say ONE-two-three-four without
trying. That heavy beat is the downbeat, and one
group is a bar. Music is built in bars the way
text is built in sentences: chords usually change on the bar,
sections last 4, 8 or 16 of them.
¾
Time signatures — how many, and what kind
Read the two numbers like a recipe: the top says
how many beats each bar holds, the bottom says
what kind of note one beat is — 4 means quarter notes ♩, 8 means
quicker eighth notes ♪.
4/4 — four beats per bar — is the default of
pop, rock and nearly all electronic music; DAWs open in it for a
reason. 3/4 is the waltz: ONE-two-three,
ONE-two-three. 6/8 looks like six but
feels like two big pulses each split in three — a
rolling lilt you'll know from ballads and folk. Switch between
them above and count along.
If you're unsure what a song is in, tap the pulse and listen for
where the “heavy one” lands — every 4 taps, every 3, or in two
rolling threes.
Tempo and signature live in SANDYNE's transport bar — set them before
you record, and every clip you make lands on the grid.
Music theory3 min read
Note lengths & subdivision
A bar is a container — and rhythm is deciding how
to slice it. Each slice has a name: cut the bar in four
and you get quarter notes; halve those for
eighths; halve again for sixteenths.
Same bar, three resolutions.
Press play and toggle steps on each row — watch how the rows
line up.
ONE BAR OF 4/4 — THREE WAYS TO SLICE IT
The rows cover the same bar — one quarter is exactly two eighths, exactly four sixteenths. The count row is how drummers say it out loud.
½
Note lengths — a family of halves
Note lengths are fractions of the bar: a whole
note fills it, a half note takes half, then quarters, eighths,
sixteenths — each generation exactly half the one
before. That's the entire naming system. The glyphs just count
flags: ♩ quarter, ♪ one flag = eighth, ♬ two flags = sixteenth.
1e&a
Subdivision — the grid under everything
Choosing a note length to think in is called
subdividing, and it's literally the grid in your
DAW: the piano roll's snap setting is you
picking a subdivision. Musicians subdivide out loud:
“1 e & a, 2 e & a…” — the count row above.
The numbers are the quarters, the “&”s are the eighths
between them, “e” and “a” fill in the sixteenths.
FEEL
Resolution is a feeling
Quarters feel solid — the walking pace of a
song. Eighths add drive; sixteenths bring
energy and urgency. Real patterns layer them,
exactly like the rows above: a drummer's kick lives on quarters,
the snare on twos and fours, the hi-hats ticking away in eighths
or sixteenths on top.
Try it above: quarters only — calm. Add the “&” eighths — it
starts to walk. Sprinkle a few sixteenths — suddenly it grooves.
This grid is the piano roll, one drum row
at a time — and the arpeggiator's rate switch
(1/8 vs 1/16) is just picking a row.
Music theory3 min read
Swing & groove
Put every note exactly on the grid and it's
correct — and stiff. Swing is one tiny, systematic
cheat: every second note arrives a little late. That's
the whole secret, and it's the difference between a machine and a
head-nod.
Press play on the straight beat, then drag the slider and feel
it start to roll.
SWING — SAME PATTERN, LATER OFFBEATS
Hollow circles are the straight grid; filled ones are what actually plays. On-beats never move — only every second hat slides late.
%
The number — how a pair splits
Swing is measured as how each pair of notes divides its
time. At 50% the pair splits evenly —
dead straight. At 58% the first note holds a
little longer and the second lands late — the classic drum-machine
sweet spot. At 66.7% the split is 2:1 — true
triplet swing, the lilt of jazz and blues shuffle. Past
that you're limping on purpose.
GRV
Groove — swing plus everything else human
Swing is the biggest lever, but groove is the
whole family of small deviations: hats slightly quieter here,
a snare a hair early, velocity breathing from note to note.
Genres live at addresses on this map: house hats shuffle around
54–58%, classic hip-hop swings its sixteenths (the same
trick, one subdivision finer), and
jazz rides at the triplet end. The legendary MPC sampler's swing
knob is exactly the slider above — it's been selling records
since the '80s.
USE
How much to use
Start at 54–58% — enough to feel, not enough to
name. Swing the hi-hats first; they carry the
groove while kick and snare hold the anchor (notice the demo's
kick never moves). In a DAW, swing is usually a project-wide or
per-clip setting, so the arpeggiator,
drums and bassline can all lean the same way together.
If the groove sounds obviously swung, you've probably gone too
far — the best settings are felt in the shoulders, not heard.
Grid for tightness, swing for life — every rhythm you program is a
choice between the two, and the good ones use both.
Music theory4 min read
Chords: triads — three notes, four moods
Play three notes together and you have a chord —
harmony, the vertical dimension of music. The basic recipe is the
triad: take a root note, skip up, skip up again. How
big those two skips are decides the chord's whole mood.
Pick a root, then flip between the four flavours and
listen.
TRIAD — ROOT + TWO THIRDS
Root
Flavour
The three highlighted keys are the chord. Click any key to hear it alone — the controls play them together.
3RD
Built from thirds — two sizes of skip
A triad is root + two stacked thirds, and a third
comes in exactly two sizes: minor = 3
semitones,
major = 4. Every flavour above is just a
different pairing: 4+3, 3+4, 3+3, 4+4. Four moods from one
recipe — that's the entire trick.
±
Major and minor — the middle note decides
The outer notes of major and minor are identical; only the
middle note moves, by one semitone — and the
mood flips from bright to melancholy. That one semitone carries
more emotional weight than any other note choice in music. Flip
between C major and C minor above and watch just one key change.
D/A
Diminished and augmented — the unstable two
Squeeze both thirds small (3+3, diminished) and
the chord turns tense and brittle; stretch both wide (4+4,
augmented) and it goes dreamlike and unresolved.
Neither wants to stay — which is precisely their job:
they're spice and transition chords, pulling the music toward
somewhere more stable.
Most songs are almost entirely major and minor triads. Reach for
dim and aug when a moment needs to feel like it's leaning
somewhere.
Hold a triad and let the arpeggiator unroll it,
or draw it into the piano roll — three or four
triads in a loop is a complete song skeleton.
Music theory4 min read
Chord progressions: four slots, endless songs
One chord is a mood; chords in a row are a
story. A repeating loop of chords is a progression —
and a huge share of popular music runs on loops of just
four.
Press play, then click a slot and swap its chord — or A/B the
classic presets.
PROGRESSION — KEY OF C
Swap the selected slot to — the seven chords that live in C major
Click a slot, pick a chord below — changes apply live while it loops.
Four bars, looping. Uppercase numerals are major chords, lowercase minor — the ° one is diminished.
I–V
Roman numerals — chords by job, not by name
Build a triad on each step of a
scale and number them: I ii iii IV V vi
vii°. Uppercase = major, lowercase = minor. The point of
the numerals is that they name a chord's role in the
key, not its letter — so “I–V–vi–IV” describes the same
feeling whether you play it in C or in F♯. Learn
progressions as numerals and you own them in every key at once.
HOME
Home, away, tension — what a progression does
I is home — stable, resolved.
V is tension — it leans hard back toward home.
IV is away, and vi is home's melancholy
cousin (the relative minor). Every progression is a
little journey: leave home, wander, feel the pull, return. Try
ending the loop above on V — it refuses to sit still; end on I and
it settles.
4×
Four chords really are enough
I–V–vi–IV — the “axis” progression — underpins
hundreds of hits across every decade and genre; start it on vi and
the same four chords turn wistful. This isn't a limitation to
outgrow: the chords are the canvas, and melody, rhythm and sound
design do the painting.
Write the loop first, then change one chord and listen to
what it does to the mood — that's the fastest ear-training there
is.
Draw your four chords into the piano roll, hand them
to the arpeggiator, and you have a track
running — harmony's job is done in four bars.
Music theory5 min read
The circle of fifths: a map of every key
Forget the theory-homework reputation — the circle of fifths is a
cheat sheet. Musicians use it to answer three everyday
questions: which chords fit my song? (neighbours on the
circle), where can the song travel next? (one step away sounds
smooth), and what does this key signature mean? (each step =
one more sharp).
Build it yourself below, piece by piece — then use it.
THE CIRCLE — IN THREE PIECES
Twelve keys arranged so that neighbours sound good together. C sits at the top; clockwise adds sharps, counter-clockwise adds flats.
USE
What it's actually for
Pick your song's key on the circle and its best chords
are already sitting next to it: the two neighbours (IV
and V) plus the three minors just inside — that's the whole
I–V–vi–IV toolkit at a glance. Want
the song to lift or drift somewhere new? Keys one step
away share six of their seven notes, so moving there
feels smooth; jumping across the circle feels dramatic. And the
moment someone says “it's in E”, the circle tells you: four
sharps.
3:2
Why fifths close into a circle
The perfect fifth (+7 semitones, a 3:2
ratio) is the friendliest jump in music after the octave. Here's
the small miracle: keep jumping by it and you visit all
twelve notes exactly once before landing back where you
started. No other simple interval does that — jump by octaves and
you stay on one note forever. Twelve fifths, twelve notes, one
perfect loop.
KM
Distance on the circle = distance in sound
The circle is a map where nearby means similar.
C and G differ by a single note; C and F♯ share almost nothing
and sound like different worlds. That's why DJs and producers
check it when blending tracks (harmonic mixing — the “Camelot
wheel” on DJ software is this exact circle, renamed), and why a
chorus that jumps one step clockwise feels like a gear-shift up.
REL
The inner ring — every major has a minor twin
Inside each major key sits its relative minor —
Am inside C, Em inside G. The twins use exactly the same
notes; they just call a different one
home, which flips the mood from bright
to melancholy for free. If your track feels too happy, try
treating the relative minor as home — same chords, new feeling.
Producer shortcut: writing in Am? Everything touching C on the
circle is safe material. Same notes, zero clashes.
Neighbours for chords, steps for key changes, position for sharps —
one diagram, three tools. Pin it next to your
piano roll.
Music theory4 min read
Arpeggios: chords, one note at a time
Play a chord's notes together and you get a block of harmony. Play the
same notes one after another and the block starts to
move — that's an arpeggio (Italian:
“like a harp”). Same harmony, but now it has rhythm, direction and
sparkle.
Press play to hear the plain chord — then switch the
arpeggiator on.
ARPEGGIATORArpeggiator is OFF — plain chord
Chord
Direction
Octaves
Rate
One bar, looping. Arpeggiator off: the chord as held blocks. On: the same notes, visited one at a time.
ARP
Harmony that moves
A chord answers “what notes?”; an arpeggio adds “in what order,
and how fast?”. Because it never plays more than one note at a
time, an arpeggio keeps the harmony present while taking up almost
no space — thin as a melody, rich as a chord. Pianists call the
gentle version a broken chord; synth players call the
fast version an arp.
SONG
Where arpeggios live in a song
The intro: a lone arp sets mood and tempo before
anything else enters — countless songs open exactly this way.
Texture behind a vocal: where a held pad might be
boring and strummed chords too busy, an arp fills the space with
motion that never competes for attention.
The bassline: arpeggiate the low notes of each
chord and the bass plays itself — the engine of synthwave and
classic italo.
The hook itself: fast, bright arps are
the lead in trance and much of EDM.
EVO
Make it evolve
An arp that never changes turns into wallpaper. The classic moves:
widen it (1 → 2 octaves) into a chorus,
speed it up (1/8 → 1/16) through a build, sweep a
filter over it with an
LFO or automation, or drench it in
delay — a dotted-eighth delay on a simple arp
creates patterns more intricate than anything you'd program by
hand.
Change exactly one thing per section — direction, octaves, or
rate. Listeners hear “something lifted” without knowing what.
MIDI
The arpeggiator — hold a chord, get a pattern
You rarely play arpeggios by hand anymore. An
arpeggiator is a MIDI effect:
hold down a chord and it generates the pattern live — notes in,
notes out, sitting at stage 2 of the
signal chain, before the instrument. The demo above is exactly
that machine. In SANDYNE it lives in the MIDI effects rack, locked
to your song's tempo.
Arpeggios are the bridge between harmony and melody — and the fastest
way to make three held notes sound like a finished part.
Sound basics2 min read
Frequency, and what humans can hear
Frequency is how fast the air vibrates, measured in hertz
(Hz) — vibrations per second. Slow vibrations are low notes,
fast ones are high notes. Double the frequency and you get the same note
an octave up: A is 110, 220, 440, 880 Hz. Human hearing spans roughly
20 Hz to 20,000 Hz — ten octaves — and the top end
quietly shrinks with age (most adults top out nearer 15–17 kHz).
Sub-bass20–60 HzFelt more than heard
Bass60–250 HzKick, bassline
Low mids250–800 HzWarmth — or mud
Mids0.8–3 kHzVoice, melody
Presence3–8 kHzClarity, edge
Air8–20 kHzSparkle, hiss
20 Hz1001k10k20 kHz
440 Hz
The audible spectrum, drawn the way engineers think about it (each octave gets equal width).
Press play and sweep the tone — or click a band above to jump there.
Keep this map in mind — the next three topics (envelopes, filters and EQ)
are all about deciding which parts of it you hear, and
when.
Synthesis basics5 min read
Oscillators: where electronic sound begins
Every synth sound starts with an oscillator — a circuit
(or bit of code) that repeats a simple wave shape hundreds of times per
second. The repetition rate sets the pitch; the
shape of the wave sets the raw tone that everything else
(envelopes, filters) then
sculpts. Pick a shape below — and press play to hear it.
OSC 1
PWMwobbles the width
Two cycles of the wave. Shape = tone: the more edges and corners, the brighter the sound.
SIN
The four basic shapes
Sine is the purest sound possible — one frequency,
nothing else. Soft, round, great for sub-bass.
Triangle adds a few gentle overtones: still mellow,
a little more present — think soft flutes and chip-tune leads.
Saw contains every overtone — bright,
buzzy, brassy; the go-to for big synth sounds because filters have
so much to chew on. Square skips every other
overtone, which makes it sound hollow and woody — classic video-game
and clarinet territory.
OCT
Octaves — same note, different register
The Oct knob shifts the oscillator in whole
octaves — doubling or halving its frequency. On its own it just
changes register, but the real trick is layering: two
oscillators an octave apart sound huge, and a sine one octave down
is the oldest sub-bass recipe in the book.
DET
Detune & the supersaw
Two oscillators tuned almost together drift in and out of
phase, and the sound shimmers — the same reason a 12-string guitar
or a string section sounds rich. That's detune,
measured in cents (hundredths of a semitone). Push the idea further
and you get the supersaw: seven saws spread around
the note, a sound so effective it's carried trance and EDM leads for
thirty years. Select SUPERSAW above and sweep Det while it plays.
PW
PWM — a square that never sits still
A square wave doesn't have to be symmetric: pulse
width is how long the wave spends up versus down. 50 % is
the classic hollow square; narrow it and the sound gets thinner and
more nasal. PWM (pulse-width modulation) means
wiggling that width automatically — usually with an LFO — so the
tone continuously shifts. One oscillator suddenly sounds alive,
almost like two detuned ones. Hit Animate PW above with the
square selected.
Oscillator → envelope → filter
is the signal path of nearly every synth ever made — the next two topics
pick up exactly where this one ends.
Synthesis basics4 min read
ADSR: what is that?
Press a piano key and the sound leaps out, then slowly dies. Bow a violin
and it swells in gently. What changes over time isn't the pitch —
it's the loudness. The shape of that change is called an
envelope, and nearly every synth describes it with four
numbers: Attack, Decay, Sustain, Release.
Drag the sliders below to shape one.
ENVELOPE
Try a shape:
Loudness over time for one note: press a key, hold it, let it go.
A
Attack — how fast the sound starts
The time from pressing the key to full loudness. A short attack
(milliseconds) snaps like a drum or a plucked string; a long attack
fades in like strings or a soft pad. It's the single biggest clue
your ear uses to identify an instrument.
D
Decay — the fall after the peak
Right after the attack peak, most sounds settle down a little — a
piano hammer strike is loud for an instant, then the note relaxes.
Decay is how long that fall takes, dropping from the peak to the
sustain level.
S
Sustain — the level while you hold
The odd one out: sustain is a level, not a time. It's how
loud the note stays for as long as you hold the key. An organ
sustains at full volume forever; a plucked string has zero sustain —
it just keeps decaying no matter how long you hold.
A, D and R are measured in time. S is a volume. That trips everyone
up exactly once.
R
Release — the fade after you let go
When you release the key, the sound doesn't have to stop dead.
Release is how long it takes to fade from the sustain level to
silence. Short release: tight and dry. Long release: notes ring out
and overlap, like holding a piano's sustain pedal.
Envelopes aren't just for volume. In SANDYNE's instruments you'll also
find them shaping filter cutoff (that classic "wow"
opening on a synth bass) and pitch — the same four knobs,
pointed at a different parameter.
Synthesis basics5 min read
Filters: shaping sound by removing it
A filter is the simplest idea in audio: turn some frequencies
down and leave the rest alone. Close a door and a party's hiss
and chatter vanish while the bass thumps on — that's a low-pass filter
made of wood. Synths and EQs give you the same thing as a knob.
Play with the one below.
Type
Slope
The filter's frequency response: what gets through (0 dB) and what gets cut.
LP
Type — which side gets cut
Low-pass (LP) lets lows through and cuts highs —
the workhorse. It's what makes a synth bass sound "closed" or
"muffled", and opening it up is the classic sweep in electronic
music. High-pass (HP) is the mirror: cuts lows,
keeps highs — used constantly in mixing to remove rumble and mud
from anything that isn't bass. Band-pass (BP) keeps
only a slice around the cutoff and cuts both sides — think telephone
voice or a wah pedal.
CUT
Cutoff — where the filter starts working
The cutoff frequency is the hinge point: on one side the sound
passes untouched, on the other it's pushed down. Sweep it and you
hear the filter move — the single most expressive knob on
any synth. Automating cutoff with an envelope is
how a synth note goes "wow" instead of just "beep".
RES
Resonance — a boost at the edge
Resonance emphasises the frequencies right at the cutoff, creating a
peak just before the drop. A little adds presence and character;
a lot makes the filter whistle and honk; push it to the extreme and
many filters self-oscillate — they sing a pure tone at the
cutoff frequency. Try maxing it in the demo above.
dB
Slope — how steep the cut is
Past the cutoff, the level falls by a fixed amount per octave:
12 dB/octave is gentle and natural,
24 dB/octave is steeper and more surgical — the
sound beyond the cutoff disappears faster. Synth folks say "2-pole"
and "4-pole" for the same thing. Neither is better; they're
different flavours.
Put together: a low-pass filter at 1 kHz keeps the bass
and voice fundamentals, and cuts the presence and air — which is exactly
why it sounds like the music moved behind a wall
(see the spectrum map above).
Sound & synthesis4 min read
LFOs: an invisible hand on the knob
An LFO — low-frequency oscillator — is an
oscillator running too slowly to hear.
It makes no sound of its own; instead, its slow wave
turns another knob for you, over and over, perfectly in
time. Almost every “moving” sound you've ever heard — vibrato, tremolo,
the dubstep wobble — is an LFO at work.
Press play, then aim it at different targets.
LFO → TARGET
LFO shape
Target — which knob it turns
The LFO's wave, two cycles across. The dot is where it is right now — and whatever it points at follows.
LFO
Too slow to hear — and that's the point
A normal oscillator vibrates hundreds of times a second and you
hear a tone. An LFO cycles maybe 0.1 to 20 times a
second — below hearing range. Wired to a parameter, it
becomes pure motion: the same shapes you met in the
oscillator topic (sine, triangle, square, saw), just repurposed
as gestures. A sine sways; a square snaps between two settings;
a saw ramps and resets.
TGT
The target gives the effect its name
The same LFO, aimed at different knobs, produces effects so
familiar they have their own names: on volume
it's tremolo, on pitch it's
vibrato (a singer's natural wobble is about 5–6 Hz), on a
filter's cutoff it's the
wah / wobble that powers dubstep basses, and on
pan it sweeps the sound
between your speakers.
R/D
Rate and depth — the only two knobs that matter
Rate is how fast the LFO cycles;
depth is how far it pushes the target.
Slow + deep = seasick sweeps; fast + shallow = gentle shimmer.
In a DAW the rate is usually synced to the tempo — a
quarter-note wobble stays locked to the beat at any BPM.
MOD
In SANDYNE they're called Modulators
SANDYNE generalises the idea: a Modulator is
anything that moves a parameter for you — an LFO shape, an
envelope, or a random generator — and it can
be routed to almost any knob in the app. External synths and VST
plugins will say “LFO” on the panel; it's the
same machine. Learn it once, recognise it everywhere.
Modulators turn knobs in a loop; automation
turns them along the timeline. Loops for texture, automation for
storytelling — most tracks use both.
An LFO is the third use of the same idea you keep meeting:
oscillators make the sound,
envelopes shape it once per note, and LFOs keep it
moving forever.
Mixing basics5 min read
EQ: a volume knob for every frequency
An equalizer is a rack of filters working
together: each band grabs a region of the
spectrum and turns it up or down. Where a synth
filter is a performance effect you sweep, an EQ is a precision tool you
set — the most-used effect in mixing, on almost every track.
Drag the bands below.
EQ — 3 BAND
Low
Mid
High
Three bands summing into one curve — drag the L / M / H handles directly, or use the sliders.
FIX
Fix — remove what shouldn't be there
Every recording picks up something unwanted: rumble below 60 Hz,
boxy mud around 200–500 Hz, harshness at 2–5 kHz. A
narrow cut at the offending frequency cleans it up without touching
the rest. This is EQ as repair — and it's mostly cuts.
FIT
Fit — give every instrument its own space
When two sounds occupy the same frequencies, the louder one hides
the other — engineers call it masking. It's why a mix of
great-sounding solo tracks can still sound like soup. The classic
move: cut the guitars a little where the vocal lives, dip the bass
where the kick punches. Each part gets its own shelf on the
spectrum, and suddenly everything is audible at once.
FLAV
Flavour — shape the tone you want
Wide, gentle moves change a sound's character: a broad low-shelf
boost makes it warmer, a lift around 10 kHz adds “air”, a soft dip
in the low mids makes room feel bigger. Taste, not surgery — a dB
or two goes a long way.
Rule of thumb: cut narrow, boost wide — and if you
find yourself boosting everything, you're really just turning the
volume up.
Q
Gain, frequency, Q — the three knobs of every band
Each band asks three questions. Frequency: where?
Gain: up or down, and how much?
Q: how wide? High Q is a narrow scalpel for fixing;
low Q is a broad brush for tone. Bands at the spectrum's edges often
become shelves — they lift or lower everything beyond their
frequency, like the bass and treble knobs on a stereo.
In SANDYNE you'll find EQ in the track's
effects rack — and since every knob can
be automated, an EQ move can happen exactly
when the song needs it.
Mixing basics5 min read
Compression: an automatic volume hand
Imagine a tiny engineer riding a track's volume fader: pulling it down the
instant things get loud, letting go when they get quiet. That's a
compressor — it shrinks the gap between a track's
loudest and quietest moments, which makes performances feel steadier,
punchier and more “finished”.
Press play, then toggle it on and off.
COMPRESSOR
Gain reduction
0.0 dB
The transfer curve: below the threshold, sound passes 1:1; above it, the output is pushed down by the ratio.
TH
Threshold & ratio — when, and how much
Threshold is the level where the compressor wakes
up: everything below it passes untouched. Ratio is
how firmly it pushes back above that line — at 4:1, sound that goes
4 dB over the threshold comes out only 1 dB over. Gentle ratios
(2–4:1) even things out; high ratios (10:1+) act as a
limiter, a hard ceiling nothing gets past.
A/R
Attack & release — how fast it reacts
Attack is how quickly the compressor clamps down
once the sound crosses the threshold. A slow attack lets the first
few milliseconds — the drum hit, the pick, the consonant — sneak
through before clamping, which reads as punch. A fast
attack catches everything and sounds tighter but flatter.
Release is how quickly it lets go; set it too slow
and the track audibly “breathes” or pumps with the beat —
a flaw that electronic music adopted as a signature sound.
+dB
Makeup gain — the loudness trade
Compression only turns things down, so the result is
quieter. Makeup gain raises the whole squashed
signal back up — and because the peaks were tamed, you can raise it
further than before. That's why compressed tracks feel louder and
denser at the same meter reading.
Fair comparison tip: when you A/B a compressor, match the loudness
first — “louder” almost always wins even when it isn't better.
USE
Where you'll use it
Vocals, first and always — a singer's natural dynamics are wider
than a mix can hold. Then: bass (evenness), drum bus (glue and
punch), and the master. A special trick called
sidechain compression lets one track's level duck
another — the kick pushing the bass down on every hit is the
heartbeat of house and EDM.
Compressor and EQ are the two tools you'll reach for on
almost every track — EQ shapes tone, compression shapes
dynamics. Both live in SANDYNE's
effects rack.
Mixing basics4 min read
Panning & the stereo image
You have two speakers, and that buys you a stage. Where a sound
sits between them — its pan position — is one of the
simplest and cheapest ways to make a mix clearer: two sounds that fight
each other in the center can live happily once they're placed apart.
Press play (headphones help!), drag the dots, and A/B the
presets.
STEREO FIELD
The stage between your speakers. Drag a dot (or its slider) to move that part — the loop updates live.
PAN
What panning actually does
A pan knob doesn't move sound — it changes the balance of
level between the two speakers. Full left means only the
left speaker plays; center means both play equally, and your brain
constructs a phantom source in the middle. It's the same trick your
ears use in the real world: whichever ear gets the sound louder
(and sooner) wins.
MAP
An unwritten seating chart
Decades of mixing have settled into a convention:
kick, bass and lead vocal stay center — they carry
the weight and need both speakers' power. Everything else spreads
outward: hats and shakers off to one side, keys and guitars
opposite each other, backing vocals wide. Symmetry matters less
than balance — if something sits left, give the right side
a counterweight.
IMG
The stereo image — width as a feeling
The stereo image is the overall picture all those
placements add up to: how wide, how deep, how organized the mix
feels. Width also comes from differences between the two
channels — a doubled guitar take panned hard left and right, a
stereo reverb, a detuned synth voice per side. The more the sides
differ, the wider it feels.
Always check your mix in mono once — clubs, phones
and Bluetooth speakers often are. If a part vanishes when mono'd,
its two sides were cancelling each other out.
Pan is the PAN knob in every SANDYNE
track header — and like everything else,
it can be automated: a riser sweeping from left to right is one knob and
four bars of automation away.
Mixing basics5 min read
Reverb & delay: space and depth
Everything you've heard so far happens an inch from your ear — dry,
flat, nowhere. Real sound lives in rooms: it bounces back as
echoes and washes. Delay gives you the echoes;
reverb gives you the wash — together they're how a mix
gets a sense of place.
Press play, then A/B the presets.
SPACE — DELAY + REVERB
Delay
Reverb
One dry hit and what follows it: discrete delay repeats, and the smooth wash of a reverb tail.
WET
Dry / wet — the effect runs beside the sound
Unlike EQ or compression, space effects don't replace the signal —
they add a processed copy next to it. The original
is the dry signal, the effect's output is the wet,
and the mix knob sets the balance. That's why both
demos above keep the dry hit untouched and only change what follows
it — and why in a real mix these effects usually live on a shared
send track that many instruments feed into.
DLY
Delay — distinct echoes, on the grid
A delay records the signal and plays it back after a set
time. Feedback routes the output
back into the input, so each repeat spawns another, quieter one —
the bars in the chart shrink by the feedback amount every hop.
Short times (60–120 ms) give the classic slapback;
longer times are usually synced to the tempo (an eighth note, a
dotted eighth) so the echoes land on the beat and feel like
part of the groove.
REV
Reverb — thousands of echoes become a room
Reverb is what a real space does: sound bounces off every surface,
and the reflections arrive so fast and so densely that you stop
hearing echoes and start hearing a room.
Decay is how long that wash takes to die away —
from a small booth (0.3 s) to a cathedral (5 s+).
Pre-delay is the gap before the wash starts:
a longer gap reads as a bigger room, and it keeps the dry attack
clean before the tail blooms behind it.
DEP
Depth — wet is far, dry is close
Panning places sounds left-to-right; space effects place them
front-to-back. A dry vocal sits right at the
listener's face; drench it in reverb and it steps to the back of
the hall. Mixing depth means choosing: lead elements stay drier
and closer, pads and backing parts sit wetter and further away.
Less is more: reverb is the easiest way to drown a mix. If you can
clearly hear the reverb, you probably have too much — turn it up
until you notice it, then back it off a touch.
In SANDYNE, delay and reverb live in the
effects rack — put them after
EQ and compression in the
chain, so you're adding space to the finished sound.
Mixing basics4 min read
Gain staging & the dB scale
Digital audio has a hard ceiling: 0 dBFS. Below it,
everything is fine; touch it, and the waveform's peaks get
sheared off — clipping, the ugliest distortion there is.
Managing your levels so nothing slams that ceiling is called
gain staging.
Press play, then push the gain up and watch — and hear — the
peaks hit the ceiling.
GAIN — CHANNEL METER
+60-6-12-24-48
CLIP
−∞ dBFS
The waveform against the 0 dBFS ceiling. Push the gain past it and the peaks flatten — that's clipping, and you can hear it.
dB
The decibel — a logarithmic ruler
Ears don't hear linearly, so audio isn't measured linearly. A
decibel is a ratio: +6 dB means double
the signal amplitude, −6 dB means half. Roughly
+10 dB sounds twice as loud to a human. That's why
faders are marked in dB — equal fader moves feel like equal
loudness changes, whether the track is whisper-quiet or roaring.
0FS
0 dBFS — the ceiling, and what clipping is
dBFS means “decibels relative to Full Scale” —
the largest number a digital sample can hold. 0 dBFS is that
maximum, and every level below it is negative: −6, −12, −60.
A signal that tries to go past zero simply can't — the
samples are clamped at the maximum, the smooth waveform gets a
flat top, and you hear it as harsh, crackling
distortion. Analog tape saturated gracefully when
pushed; digital just breaks. That's the whole reason gain staging
exists.
HR
Headroom — the space you deliberately don't use
Headroom is the gap between your loudest peak and
the ceiling. Good practice: keep individual tracks peaking around
−12 to −6 dBFS. It looks “too quiet” on the meter
— that's fine. Quiet costs nothing (you can always turn the
monitors up); clipping costs everything. The headroom is where the
mix bus, effects, and the mastering stage get room to work.
CUT
Mixes are built with cuts
When a part is buried, the instinct is to turn it up —
then the next part is buried, so that goes up too, and soon
everything is slamming the ceiling. This is the classic
“everything louder than everything else” spiral. The fix is to
work the other way: turn the masking tracks down.
Since only relative levels matter inside the mix, cutting
is free — it buys clarity and headroom at the same time.
Watch each stage of the signal chain:
a track can be clean at the fader but clip inside an effect that's
being fed too hot. Stage by stage, keep levels sane.
Every SANDYNE track meter shows dBFS, and the master meter is the one
that must never touch red — compression and a
limiter on the master are how finished songs get loud safely.
Putting it together4 min read
The signal chain: how a track becomes sound
Every topic on this page is one link in a single journey that repeats for
every track, on every playback, in every DAW:
notes → MIDI effects → instrument → effects → mixer → master →
your speakers. Press play, then click each stage to
listen to the signal at that exact point in the chain.
SIGNAL FLOW
→→→→→
Click a stage to listen at that point.
The same signal, tapped at five points — from silent data to the finished sum.
1→6
The journey, stage by stage
A MIDI clip holds the notes — pure data, no
sound yet. MIDI effects transform that data first:
arpeggiators, chord generators, scale snappers — notes in,
different notes out, still silent. The instrument
(an oscillator shaped by an
envelope and filter)
performs the result. The track's effects rack —
EQ, compression,
anything else — shapes that sound further. The
mixer sets its level and
pan and sums it with every other track. The
master is where that sum gets its final polish and
leaves for your speakers.
ORD
Order matters
Signal flows left to right, and each stage only hears what the
previous one produced. A filter before a compressor behaves
differently than after it; automation recorded on the instrument
sounds different than the same move on the mixer fader. When
something sounds wrong, trace the chain — the problem is almost
always at (or before) the first stage where you can hear it.
∑
One chain per track, one master for all
Every track runs this pipeline in parallel — dozens of private
chains, all pouring into one master bus. That's the whole
architecture of a DAW. Audio tracks simply skip stages 1–3: the
recording already is sound, so it
enters at the effects rack.
That's the map. Every knob in SANDYNE — and every topic above — lives
somewhere on it.
More topics on the way — tutorials, music theory basics, and mixing
concepts. ← Back to SANDYNE