Learn

Making music, explained

Tutorials for SANDYNE — and the ideas behind every DAW: music theory, mixing, and the concepts you'll meet in any studio. More topics coming.

Show
Level
DAW basics 4 min read

Track controls: Mute, Solo, Arm, Listen & Automation

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 basics 4 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 ROLL 1 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 basics 3 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 theory 3 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 theory 3 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 FREQUENCY Click 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 theory 3 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 theory 3 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 theory 3 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 theory 3 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 theory 4 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 theory 4 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.

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 theory 5 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 theory 4 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.

ARPEGGIATOR Arpeggiator 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 basics 2 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-bass 20–60 Hz Felt more than heard
Bass 60–250 Hz Kick, bassline
Low mids 250–800 Hz Warmth — or mud
Mids 0.8–3 kHz Voice, melody
Presence 3–8 kHz Clarity, edge
Air 8–20 kHz Sparkle, hiss
20 Hz 100 1k 10k 20 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 basics 5 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
PWM wobbles 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 → envelopefilter is the signal path of nearly every synth ever made — the next two topics pick up exactly where this one ends.

Synthesis basics 4 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 basics 5 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 & synthesis 4 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 basics 5 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 basics 5 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 basics 4 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 basics 5 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 basics 4 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
+6 0 -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 together 4 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 rackEQ, 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