The Bitwig Handbook by Baphometrix
The Bitwig Handbook by Baphometrix
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Reference Links
● Baphometrix’s full set of video tutorials for Bitwig
● Official Bitwig forums on KVR
● Jurgen Mossgraber’s Push/2 controller scripts
● The big KVR thread of Bitwig tips and tricks
● Submit bugs and feature requests HERE
● Admiral Bumblebee’s reviews of modulators and devices (and other stuff)
● Baphy’s Thoughts About Loudness and Dithering
● Baphy’s Clip-To-Zero Production Strategy
● MF Twister Control Template Layout
Except…. The Push and Push 2 work just dandy with Bitwig. Thanks to the amazing work of Jurgen Mosgraber
(aka “Moss”). He creates and maintains custom Bitwig controller scripts for all manner of hardware, including
the Push and Push 2.
To be honest, I never used my Push 2 with Ableton all that much except for testing/recording melody and chord
lines. All the other features? Mostly too confusing and too messy and half of them weren’t applicable to my
core workflow. I found most things easier to just do onscreen with mouse and keyboard.
But for Bitwig? I use my Push 2 literally all the time. It’s always fired up and active when I’m working in
Bitwig, and I reach for the hardware knobs and controls FAR more often than I ever did with Ableton. Why?
Mainly because Ableton crammed too much into the Push 2, so it’s a confusing mess much like the Maschine
hardware. By contrast, Moss is IMO a brilliant usability designer and his scripts for the Push and Push 2 have
all the stuff you need all the time and none of the fluff that isn’t necessary to core production workflow.
Everything is more straightforward and intuitive to find and use, compared to the native Ableton functionality
for Push/2.
See for yourself by checking out this YouTube playlist that Moss put together. Scroll to the bottom and start
with the latest announcement about the most recent updates, and then skim the rest that look interesting.
https://www.youtube.com/playlist?list=PLqRWeSPiYQ67N0AzNAD84hD9HngDDKF3s
If you want to take his controller script for a spin yourself with a Demo copy of Bitwig, just go to this link to
If you want to take his controller script for a spin yourself with a Demo copy of Bitwig, just go to this link to
grab the latest DrivenByMoss download. Unzip it and put the single DrivenByMoss.bwextension in your
Bitwig Extensions folder. Turn on your Push/2 and fire up Bitwig and there ya go!
When you’re working in the Launcher and want to practice a riff a few times and then hit one button to start
recording in time with the loop start/end of the Launcher clip, set the Rec button to toggle Clip Overdub on/off.
Press Play, practice your riff in time with everything else playing, and when you’re ready to start recording,
press the Rec button to put that clip into Clip Overdub mode. When you want to stop recording, press the Rec
button one more time.
● The Mapping panel is one of the small buttons on the lower left, in the same grouping as the
Browser, File Manager, Studio IO, etc. You’ll need this panel to make specific adjustments or to
see in one view everything that is MIDI mapped in the project.
● Trying to MIDI map the track record arm button and the track solo button will drive you crazy
until you email Support thinking there’s a bug, and they tell you that you cannot map CCs to
control those two buttons, but must instead map specific MIDI notes to those two buttons. Which
personally strikes me as rather lame. o.O
● Z - Zooms to selection, then zooms out to show everything in current editor or Arranger
● Ctrl-ScrollWheel - Zooms arranger/clip timeline at cursor position
● Alt-ScrollWheel - Scrolls arranger/clip timeline and mixer channels left or right
● Pen (3) tool > Alt-click and drag in automation lane - cuts square automation notches
● Double-tap O in Arrangement view - flips over to Clip Launcher view
● Double-tap L in Clip Launcher view - flips over to Arranger view
● Shift-click and drag an arranger clip - ignores grid snapping
● Alt-space - Play the arrangement from beginning (1:0:0)
● Ctrl-space - Play the arrangement from where you stopped playback
● Space - Play the arrangement from where you last set the playhead
● (custom) Shift-1 through Shift-0 - Play the arrangement from specific cue points
● comma (,) - Exits Automatic grid mode and makes the grid size smaller (e.g., 16ths to 32nds)
● period (.) - Exits Automatic grid mode and makes the grid size larger (e.g., 16ths to 8ths)
● Alt-comma - Makes the grid’s beat subdivision larger (e.g. pentole to triole to straight)
● Alt-period - Makes the grid’s beat subdivision smaller (e.g., straight to triole to pentole)
● Insert - Opens up the big “popup browser” window without needing to click or double-click in the
Device panel. (This is a reassignable shortcut.)
● DownArrow - Moves you from the Search field in either browser to the list of results
● Ctrl-RightArrow and Ctrl-LeftArrow - (when in list of browser results) moves through the main
browser “tabs” (categories) at the top, switching out the results.
I do Phase 1 superlooping (and the early part of Phase 2 arranging) entirely in Bitwig’s clip launcher. This is
easy and natural in in Bitwig (much more so than in Ableton), because:
● Bitwig’s clip launcher sequencer (the launcher) matches the horizontal track layout of the
arrangement sequencer (the arranger).
● You can select any combination of clips across multiple scenes to test out a new combination of
sounds, and then simply multi-select those clips and drag them in one go to a new scene column.
This copies all the selected clips automatically into a new scene, which is a super fast way to
This copies all the selected clips automatically into a new scene, which is a super fast way to
compose different sections and line them up in linear order as scenes that you can play through
sequentially for testing.
● Best of all, you can simply drag the scene headers from the launcher into the arranger to create
your initial arrangement sequence for the song. Shorter clips are automatically looped out to
match the full length of each scene, and you have a full linear song arrangement in 2 minutes or
less!
Basically, superlooping and arranging in Bitwig is a lot like doing it in Maschine. Only way more intuitive and
simple compared to wrestling with Maschine’s odd button combos and other quirks. In fact, the next section
explains how easy it is to bring Maschine patterns over into Bitwig’s launcher and bypass all the arranging
hassle in Maschine entirely.
The result would be one column (scene) in the launcher for each pattern from Maschine. The track rows in the
launcher would be the stemmed-out clips. For example, say I am starting a song with 3 groups that each have 4-
6 patterns I’ve developed in Maschine. Now my goal is to stem out the clips from all these patterns and bring
them into Bitwig’s launcher so I can mix and match them into different sections of my arrangement. In this case,
my Pattern 1 column would have three different track rows just for kick sounds. One stemmed clip for the
kicks from pattern 1 in group 1, another stemmed clip beneath that for the kicks from pattern1 in group 2, and a
3rd stemmed clip beneath that for the kicks in pattern 1 from group 3. You can see a short, un-narrated video
here that demonstrates this outcome.
1. For every group in Maschine, create a corresponding track in Bitwig’s launcher. Name each track
Kick (groupName), then multi-select them and make them all the same color. Then group them
and name their group KICKS.
2. Repeat Step 1 for every typical type of stem you want to export from Maschine (and which is
present in at least some of the groups): kick, snare, hat, perc, toms, atmos, bass, sub, synth.
3. Now name the first column in the launcher PAT 1, the next column PAT 2, and so on until you
have enough columns to fit all the patterns from Maschine.
4. In Maschine, solo the first group, make sure you’re in PAD MODE, then select Pattern 1 for that
group.
5. Solo the first kick sound in the group, then unmute all other kick sounds so that only the kick
5. Solo the first kick sound in the group, then unmute all other kick sounds so that only the kick
sounds will play from the pattern.
6. Drag the audio export button up into the corresponding Kick (groupName) slot in the PAT 1
column of Bitwig’s launcher, then rename the clip as Kick 1 (which means “the kick stem from
Maschine’s Pattern 1”)
7. In Bitwig, select the clip and focus the Events panel at the bottom. Over in the inspector, enable
Loop for the clip and set the Length to match the original pattern length over in Maschine. Also
click and drag upward on Stop to set the stop point of the clip to match the loop length. Also
consider making the Audio Event > Length shorter to match the loop length, if there’s no
rendered audio tail (from the export) that you want to preserve.
8. Now select Pattern 2 for the group and repeat this process. Continue for all the remaining
patterns in the group until you’ve extracted the kick stems from every pattern.
NOTE: If the kick sequencing is identical in several groups, don’t drag out duplicate stems!
Instead, just Ctrl-click and drag (or dupe with Ctrl-D
Ctrl-D) some clip you’ve already made into
the next column. For example, if the same exact kick sequence is used in all 6 patterns, you’ll
only drag a Kick 1 stem from Maschine’s Pattern 1 into the PAT 1 column of Bitwig. Then
you’ll dupe out (Ctrl-D
Ctrl-D) that same Kick 1 clip into the remaining 5 columns.
9. Repeat this process for every stem type present in the first group, starting next with the snare
sounds.
10. Then repeat this process over again for the second and remaining groups.
This is no big deal, because it’s easy to fix when the clip (or its parent scene) is dragged from Bitwig’s launcher
into the arrangement timeline. At first, the tail will be cut off there too, but if you use the Knife (5) tool to split
the looped arrangement clips right at the loop points, you can then:
1. Using the Pointer (1) tool, drag out the end of each split clip into the start of the next split clip.
2. Hover over the dotted loop point marker in each clip and drag it to the right until the full tail is
visible.
Point being, the tail is really still there in the looped clip, and it’s easy to bring out the tail once the clip has been
moved into the arrangement timeline. So live with the funky cut-short tails while you’re superlooping in
Bitwig’s launcher, because it’s easy to fix these rare cases when you start working on the full arrangement.
By contrast, a Smart Collection more more like an alias for various boolean AND combinations of other
filters, such as:
Again, notice that I interchangeably used both = and : in the above examples.
In Bitwig, you cannot directly drag track/group headers into the browser. Instead, you do this by saving track
clips and group meta clips.
● The striped clips shown on group tracks are meta clips. When you drag a meta clip into the bottom
half of the browser (or right-click it and choose Save scene to library, it’s saved into the Clips
section of the browser with a stripey icon to indicate that it’s a meta clip. When you add that
meta clip to a project track, the entire group is re-created, with all its tracks, track clips, track
devices, and track/group routings. You can even audition the content of these meta clips while
they’re still in the browser!
● Regular track clips look and work like saving Ableton clips does. They have a different icon in the
Clips section of the browser. Drag them into the bottom half of the browser or right-click and
choose Save clip to library. You can audition the content of clips while they’re still in the
browser.
GOTCHA! - Where things can be confusing at first is when you have multiple clips on a track (or multiple
meta clips) and want to save all of them along with the track and its routing/devices!
1. Use the Time (4) tool to select a region of time on the track, spanning from the start of the first
clip to the end of the last clip.
2. Use Time > Consolidate to consolidate the selected chunk of time into a single clip.
3. Drag the new consolidated clip into the bottom half of the browser and fill out the save dialog.
You can also consolidate only some clips on the track if you don’t want everything on the track.
To save a group and ALL of its meta clips (and therefore ALL of the track clips in the group)
1. Use the Time (4) tool to select a region of time on the GROUP track, spanning from the start of
the first meta clip to the end of the last meta clip.
2. Use Time > Consolidate to consolidate the selected chunk of time into a single meta clip.
3. Drag the new consolidated meta clip into the bottom half of the browser and fill out the save
dialog.
You can also consolidate only some meta clips on the GROUP track if you don’t want everything from the
group.
● You can open up the other project with the track/group you want, then in that project tab just click
and drag (and keep holding the mouse button down) the track header or group header up to very
top project tabs area and hover over the project tab that you want to copy the track/group into.
When focus switches to the target project, just move your cursor to where you want to insert the
track/group and let go of the mouse button.
● You can alternatively go to the Files tab of the browser and scroll down to the Recent Projects
smart folder near the bottom. Then drill into the projects listed there and drag out the groups or
tracks you want right into your project like you would for any other sample. If the project you
want isn’t listed there, you can go digging through your file system and drill into any Bitwig
project folder. You’ll see the same obvious group and track icons and can drag them directly into
your project.
We do this by creating a series of successively more selective good-better-best manual collections like so:
● 1Bae = all the best-of-best Robot samples from the total set of _2 Best samples
● 2Best = all the best Robot samples from the total set of _3 Better samples
● 3Better = all the better Robot samples from the total set of _4 Good samples
● 4Good = all the “not shit” samples of any type
Then, we methodically build up these manual collections and also build up our Robot_* manual collections at
the same time, in the following order:
1. Define our total set of 4Good samples (everything that isn’t a shitty sample).
a. Set target collection = 4Good.
b. Sweep through one sample folder at a time by using the Locations filter, and click the
button for every sample that doesn’t sound like cheap shit.
c. Do not proceed to Step 2 until you’ve filtered out all the shitty samples this way.
2. Define our total set of Robot_* collections.
a. Create a new robot collection such as Robot_Buildup_Riser and set this as the target
collection.
b. Clear all filters and select the 4Good collection. Leave this selected throughout the
remaining substeps, so that you are choosing only from among the “not shit” samples.
c. Use a keyword search like Riser and/or use the Locations filter to sweep through the
sample folders that obviously contain samples of the desired robot type, and click the
button for every sample that obviously fits the robot category.
d. Repeat this process for every desired robot category. Do not proceed to Step 3 until you’ve
built up all your robot categories.
3. Define our 3Better subset in each Robot_* collection.
a. Set target collection = 3Better.
b. Select the first Robot_* collection.
c. Now sweep through all the samples in the selected Robot_* collection and click the
button for the better-sounding samples that “jump out at you” among all the samples.
d. Review the total set of starred samples for that collection and make sure there aren’t too
many or too few. You want roughly 25% to 33% of the samples in that collection to be
starred as “Better”.
e. Repeat this process for every defined Robot_* collection. Do not proceed to Step 4 until
finished.
finished.
4. Define our 2Best subset in each Robot_* collection.
a. Set target collection = 2Best.
b. Select the first Robot_* collection and create a new Temp smart collection from it.
c. Edit the Temp smart collection and add in_collection=3Better to the front of the query.
d. Clear all filters and select the Temp smart collection.
e. Now sweep through the Temp smart collection and click the button for the better-
sounding samples that “jump out at you” among all the samples.
f. Review the total set of starred samples for that collection and make sure there aren’t too
many or too few. You want roughly 25% to 33% of the samples in that collection to be
starred as “Best”.
g. Delete the Temp smart collection.
h. Repeat this process for every defined Robot_* collection. Do not proceed to Step 5 until
finished.
5. Define our 1Bae subset in each Robot_* collection.
a. Set target collection = 1Bae.
b. Select the first Robot_* collection and create a new Temp smart collection from it.
c. Edit the Temp smart collection and add in_collection=2Best to the front of the query.
d. Clear all filters and select the Temp smart collection.
e. Now sweep through the Temp smart collection and click the button for the better-
sounding samples that “jump out at you” among all the samples.
f. Review the total set of starred samples for that collection and make sure there aren’t too
many or too few. You want roughly 25% to 33% of the samples in that collection to be
starred as “Bae”.
g. Delete the Temp smart collection.
h. Repeat this process for every defined Robot_* collection.
This trick works because of the way that smart collections do a boolean AND across all the filters specified in
the query for the smart collection!
Example 1: You want to see only the 1Bae kick samples in your entire library:
1. Select the 1Bae collection.
2. Search for kick
Example 2: You want to see only the 2Best and 1Bae impact samples among your Robot_Buildup_Impact
collection:
1. Select the Robot_Buildup_Impact collection
2. Create a new Temp smart collection from it.
3. Edit the Temp smart collection and add in_collection=2Best to the front of the query.
4. Clear all filters and select the Temp smart collection.
Example 3: You want to see only the 3Better, 2Best, and 1Bae samples from the NI Expansion pack Astral
Flutter:
1. Use the Locations filter category to drill into the Astral Flutter\Samples folder.
2. Create a new Temp smart collection from it.
3. Edit the Temp smart collection and add in_collection=3Better to the front of the query.
4. Clear all filters and select the Temp smart collection.
Note that this will also potentially choose “shit” samples unless you first go through an entire extra step (long
and arduous) of physically separating out all the shit samples into their own G:\ShitLib folder structure so that
Sample Manager can ignore that folder entirely. This is probably more trouble than it’s worth if we can
convince Bitwig to someday give us their own “Random” button.
For this we must use the plugin Sample Manager from ADSR because it automatically creates tags from every
useful category keyword found in sample names, and you can manually add other tags as desired.
Then make a …\used\... version of each of the above three folders. When archiving a finished MASTER
project, go find the snowflakes I used and move them from their original unused folder into their corresponding
used folder. This makes the smart collections update to no longer list the used snowflakes.
Note that good-better-best categorization makes no sense for snowflake samples, since these are volatile and
new ones arrive all the time, and used ones get moved into folders that make them essentially invisible to the
Collections filters.
Automation
Watch a video about this entire section!
Bitwig can effectively do ALL the same automation moves as in Ableton, but in a different way, and in some
cases faster and easier. Bitwig also has a few automation drawing tricks that Ableton doesn’t have!
The Ctrl and Shift modifiers are effectively worthless for automation drawing in Bitwig. It’s all about the Alt
modifier and the 5 different editing tools, especially the Pen (3) tool. All the common editing moves and the
best way to accomplish them in Bitwig are listed below.
● Use only the Pointer (1) and Pen (3) tool to do most of the bread and butter automation drawing
you’ll need. The Eraser (4) tool can be useful for some things, mainly for taking a certain
existing value and scrub-duplicating that specific value across to the right in a perfectly
horizontal line. The Time-Select (2) and Knife (5) tools are worthless for automation editing.
● Don’t ever bother with the Add this lane below button (+), because the Show all automation
lanes button (★) does the same thing only way better. Just click the ★ when you want to see
everything that’s been automated for a track.
● To delete an automation lane, click the Delete this lane and all its automation (x) button.
● To delete an automation lane, click the Delete this lane and all its automation (x) button.
● To clear all automation points off a lane but leave the lane open, click any single point in the lane,
then Ctrl-A to select all the points, then press either the Del key or the Backspace key.
● To make a curved automation line, hover the Pointer (1) tool near a line, then hold down the Alt
modifier and drag up or down.
● To make a symmetrical curve on both sides of an automation point (something Ableton can’t do),
hover the Pointer (1) tool over an automation point, then hold down the Alt modifer and drag up
or down. The line on both sides of the point will curve exactly the same amount.
● To create a vertical cutout (like Ableton’s time-select > drag the line inside the time selection
either up or down), use the Pen (3) tool PLUS the Alt modifier to click-drag down/up to the
extreme top/bottom boundary of the lane to make a perfectly square “notch” exactly the width of
one grid space. Then drag left or right below or above the boundary of the automation lane to
extend that notch into a larger cutout. When you let go, you’ll have a perfect vertical cutout made
of four simple points, just like in Ableton.
○ You can then use the techniques in the following bullets to adjust the left or right vertical
pairs of the cutout to snap to the exact bar/beat you want. And to adjust the top or bottom
horizontal pairs to snap to the exact upper and lower values you want.
■ First, multi-select the pair of points bounding a vertical or horizontal line in a
cutout section by using the Pointer (1) tool to click one point to select it, then
shift-clicking the second point to add that point to the multi-selection. Or you can
use the Pointer (1) tool to simply click-drag a selection box around the two
points.
■ To adjust a multi-selected vertical pair of automation points to the nearest grid snap,
either shift-drag inside the Position box in the Inspector panel, or double-click
the current Position value and enter a new value.
● For example, just double-click and enter 32 to snap the vertical pair exactly
onto the grid marker for bar 32:1.1.00. Or enter 32.3 to snap exactly to
32.3.1.00, and so on.
● TIP: Zoom the grid to the time resolution you want, then click the specific
grid line you want to snap to. Look at the blue transport display to see the
exact play position value. This value is what you want to enter into the
Position box.
■ To adjust a multi-selected horizontal pair of automation points up or down to a
specific value, either shift-drag inside the Value box in the Inspector panel, or
double-click the current Value value and enter a new value.
● TIP: To view the effect of this new value on the device you’re automating
without de-selecting the pair, click up in the Beat Ruler at a position
between the horizontal pair, and you’ll see the device “snap” to that value
setting.
Modulation
Opening detail panels for multiple modulators at the same time
You can have the detail panels for more than one modulator open at the same time! Use any of the following
methods:
● After opening the first modulator’s detail panel, hold Ctrl while clicking others to open them too.
● After opening the first modulator’s detail panel, hold Shift and click some other modulator to also
open the detail panels for it and everything else between it and the first one.
● Or just hold Alt and click and drag a selection rectangle through any number of modulators. When
you let go of the mouse button, all of their device panels will open up.
Most of the Timebase options are based on the project tempo, and the Rate control additively (or
multiplicatively?) slows down or speeds up the modulator relative to the chosen Timebase subdivision.
There is one special Timebase option called Pitch. This is essentially a keytracking response, making the speed
change to match the frequency (pitch) of every incoming MIDI note. So:
● If you’re using the Pitch timebase option, you should not also use a Keytracking modulator to
adjust the Rate of the modulator.
● For all the other Timebase options other than Pitch
Pitch, if you also want keytracking behavior then
you must use a Keytracking modulator and assign it to the Rate control with a value of 1.0.
Then just add Bitwig’s keytrack modulator to that device, and assign it to the frequency cutoff knob with a
value of 64.00. Perfect frequency keytracking.
You should now have perfect keytracking control of the Khs device.
(Don’t ask me how I figured this out. I can’t explain the math. I simply brute-forced the solution with trial and
error.)
For example, in the screenshot below, you can see that I played a C2 into Serum on track 1. Then down in track
2, Audio Receiver pulls in the audio from Serum on track 1, feeds it to MTuner (who sees it as 129.8 Hz and
therefore spits out a C2 MIDI note value), and then the Keytracking modulator in the EQ-5 sees that incoming
C2 and modulates Filter 2 from it's original 400 Hz setting to 200 Hz (exactly one octave lower), because the
Keytracking modulator is rooted at C3 (MIDI Note 60). Note the modulation range value of exactly 64 over in
the Inspector panel (for the Keytracking modulator assignment to Filter 2 in the EQ-5)
This simple chain should work anywhere for audio frequency-based keytrack modulation.
(Coming soon--meanwhile just watch the video, download the preset, and check it out for yourself!)
Setting these up is too complex to easily describe in written form. Watch the linked video and download the
ready-made presets.
Event Editor gestures and actions can operate at the CLIP or EVENT level
Tip: Sometimes it's useful to use gestures in the Event Editor but WATCH the Arranger clip, and vice versa.
Especially when you have a different level of zoom each area.
● Example, Zoom WAY in at the start of a clip in the Arranger, but then use a Clip Stretch (longer)
gesture on the right edge of the clip in the EE.
Editor MODES
CLIP = Is generally centric to LAUNCHER behavior of a clip
One CLIP at a time
Can create offsets (lead-ins) for the Launcher
Editor BUTTONS
● Clips button = Fades/Crossfades/Event Sliding (basically just like in
Arranger area)
● Audio Events button = Full-width Event stretching
● Stretch button = Surgical/partial stretching
● Onsets button = Creating/adjusting/deleting onsets
● Pitch and Formants buttons = Clip automation of Stretch mode parameters (won’t work in
Raw mode)
Clips button
● Essentially identical to working in the Arranger BUT NO EASY LOOPING
● Most actions/gestures from ARRANGER will work here
Confusing stuff:
● Can’t do any stretching if your clip is still in Raw mode
Stretch button
● Most actions/gestures from "Audio Events" will work here
● Red/Blue indicator line across bottom is unique to this mode
○ Red means section is SLOWER than RAW tempo of the audio event
○ Blue means section is FASTER than RAW tempo of the audio event
● Hover > Click > Drag BOTTOM EDGE near Onset line to place a stretch mark and move it
○ Also hold Alt- to ALSO automatically place Stretch markers at onsets on either side
● Double-click anywhere to place a Stretch marker
○ it will snap to nearby grid line or onset marker
● Drag stretch marker or lower half of line for snapped stretching to new grid positions
○ Also hold Shift- to disable grid snapping
● Drag upper half of stretch marker line to stretch audio AROUND the stretch marker
● Multi-select stretch markers by clicking and dragging crosshairs in lower half of Event
● Right-clicking a stretch marker and choosing Start Audio Event Here is a shortcut for starting the Event
at a specific onset
Confusing Stuff:
● Can’t place stretch markers or do any stretching if your clip is still in Raw mode
● Cannot select ONE stretch marker and do Ctrl-A to then multi-select ALL stretch markers. Instead,
you must select-drag to multi-select stretch markers
● Stretching is always anchored by the two nearest stretch markers on either side of the stretch
marker line you're dragging near
Onsets button
● Onsets are NOT based on Transients!
○ They’re based on detectable spectral shifts, not on sudden amplitude changes
○ They’re really more optimized for tonal material, such as where each syllable starts in a vocal
sample.
● Therefore, onsets often “miss” obvious transients OR look like they’re on a transient but really
aren’t
● Therefore, onsets are sometimes useless or annoying when you want to stretch per visible
Transients
○ Tip: First delete all visible onsets. Then place stretch markers at strategic grid points and then
stretch the waveform near each stretch marker to place the visible transient on the marker line.
● To delete all onsets, click ONE onset then press Ctrl-A to select all of them. Then press the Delete
key.
Only AFTER you’ve fully grid-aligned the entire acapella CLIP at the project tempo should you start adding
interior stretch markers and doing surgical stretching adjustments.
● Tip: At this point, it might be easier to first slice up the full acapella sample into smaller clips
Making 128s
Watch a video about this entire section!
In Ableton, we talk about making and using “128s”, which is shorthand for a multisample full of different one-
shots. In Bitwig, they’re “97s”. The difference stems from the way the Bitwig Note Pitch Shifter device works
versus the way the Ableton Pitch device works. (The Bitwig version can only select up or down 4 octaves from
the central “0” position at C4.) This might seem like a loss or downside, but it’s really not because it is much
easier to create and edit and swap out multisamples in Bitwig.
You actually can load up a Bitwig multisample with 128 different one-shots but this makes the multisample
harder to use in a Drum Machine pad, so it’s better to make 97s that are universally usable.
1. Create a Sampler, then right-click in the waveform display area and choose Create Multisample.
2. Expand the device window for Sampler to show the big version of the multisample editor.
3. Multi-select and click-drag in samples from the browser to fill up the range from C0 to C8
○ Keep holding the left mouse down and move the cursor up closer to the top of the
multisample editor until the samples are as narrow-looking as possible. Drop the first
chunk starting at C0.
○ Do it in chunks if that’s more convenient, because it’s easy to place each chunk next to the
previous chunk.
○ C0 to B7 is 96 samples, and then adding one more sample to the C8 slot makes 97 total.
○ TIP: Don’t worry about all the samples having KEYTRACK enabled. It’s superfluous in
this type of multisample because the zone for each sample is exactly one note wide.
4. Click Save to Library in the upper left of the multisample editor, then name the file 97 -
(filename) and tag it up.
○ You don’t save the Sampler, you save the multisample. You can swap multisamples in and
out of existing Samplers anywhere. And you just drag a multisample to the device panel
on an instrument track to instantiate it in a Sampler.
○ The Category and Description are the only things you’ll see in the browser, but setting
○ The Category and Description are the only things you’ll see in the browser, but setting
good tags will really help with search results.
The next big problem is that Bitwig currently has no keyboard shortcut for stepping through knob values in
small increments! In Ableton, you can map a macro knob to the SEL index selector in their Sampler, then if you
simply click that knob once with your mouse to select it, you can use arrow-up and arrow-down on your
keyboard to walk through the indexed values of that knob one sample at a time. It’s VERY friendly. Bitwig
can’t do this yet.
So sure, you can hold Shift while dragging any knob in Bitwig to slow it down and make it have more fine-
granular movement, right? Except that requires two hands. Where’s the 3rd hand available to press pads on
Push or keys on a keyboard to actually trigger the samples so you can audition which one you want? And even
then, the granularity of Shift + drag is not really granular enough, and it’s easy to jump over some samples as
you’re trying to move through the total set of 128 one by one.
So what are some adaptive techniques you can use until Bitwig makes that Select knob more user-friendly?
One way is to not load up a multisample with a full 128 samples. Fewer samples = more granularity for the
Select knob.
But the BEST way is to get your hands on a Midi Fighter Twister, and then go download the controller template
for it (from the KVR Bitwig > Controllers forum) made by Pawnbroker. (Link to forum post with the latest
download) They’ve got that template set up so that you can toggle the twister knobs assigned to the Sampler's
default remote control panel, so that any one knob assigned to the visible Remote Controls panel can flip into a
very granular and fine control mode.
So basically if you have a Twister, you can just press down on the knob assigned to Select (and let go--it’s a
toggle), and now you have to turn that knob by quite a bit to jump between each sample in a fully-packed 128
multisample! It makes it dirt easy to step through one-by-one while you're banging a pad on your Push (or
whatever) to audition each sample in the 128. Oh, and I have a nice graphic shortcut doc explaining the
mapping of Pawnbroker’s control scheme on the Twister that you can use for learning and reference.
Even Moss's great controller template for the Push/Push2 can't do this. There's a default mapping for the Select
knob there in any Sampler device you drill into, but it's not nearly granular enough and you’ll jump over
samples like crazy in a fully loaded melodic 128.
Slicing to Multisamples
The magic number is 92:
● If the total number of slices is 1-92, the multisample zone will start at C1.
● If the total number of slices is 93-128, the multisample zone will start 3 octaves lower at C -2.
1. Ensure your project is running at the tempo the mudpie was made in.
2. Drag the mudpie sample into a new Audio track.
3. Click the audio clip and choose the Stretch. This is a neutral operation at the sample’s original
tempo. We enable a warping mode to make the Onsets and Beat Markers available in the Event
Editor.
4. Double-click the clip to open it in the Event Editor, and make sure you’re in CLIP mode.
5. Zoom out the timeline in the Event Editor until you can see the entire clip/event.
6. Click the event header so that the interior event is selected.
7. Do Event > Scale 50% exactly 6 times (it helps to have this assigned to a shortcut key). This
reduces the clip length to exactly 1/64 of its original length. (Depending on the length of the
original mudpie, this will be roughly 2-6 bars long.)
8. Click the Onsets button and zoom in on the event until you see some blue onset markers.
9. Click any one marker to select it (turns white), and then press Ctrl-A to multi-select ALL the
onsets, and then press Del to delete ALL the onsets.
10. Zoom in on the very end of the clip super far, and note the exact bar:beat:tick value at the end of
the clip. This length is exactly 1/64 of the total clip length.
11. Click the event header and do Event > Scale 200% exactly 6 times to scale the event back out to
its original length. The timeline ruler should stay put near the bar:beat:tick value where the end
of the 1/64 clip was present.
12. Double-click at that bar:beat:tick value to place an onset marker there.
13. Resize the clip’s loop marker to start at the beginning of the clip and end at the onset marker.
This will be your “ruler” going forward to set the remaining onset markers.
14. Now resize the Event Editor timeline slightly so you can see both the start and end of the loop
marker AND the first onset you made. Then grab the middle of the loop marker and slide it to the
right and place the left edge of the loop marker on the first onset. Then scroll over to the right
side of the loop marker and place a new onset there. Repeat this process until you’ve placed 62
onset markers and the event is divided into 64 equal segments.
15. Now up in the Arranger timeline click the clip header and choose Slice to Multisample. (or
Slice to Drum Machine). Slice to 32-bit and choose to slice at Onset.
16. Now you have a playable multisample or Drum Machine that you can use for making chop
grooves (loop menus). You can adjust the sample start for each “slice” as desired after this point.
For Bitwig to recognize a sample’s Tempo and automatically set the original tempo for the clip, you must put
any of the following strings in the file name: (tempo)bpm, (tempo) bpm, (tempo)BPM, or (tempo) BPM. So for
example: 132bpm or 172 BPM, etc. It does not matter where in the sample name this string occurs.
For Bitwig to recognize a sample’s root note and automatically set that root note (and KEY zone distribution, if
you drag a set of samples into the Multisample Editor window at the same time), you must put a MIDI note
you drag a set of samples into the Multisample Editor window at the same time), you must put a MIDI note
value such as C3, Gb4, F1, A#2, and so on. It does not matter where in the sample name that the string occurs.
IMPORTANT: If the sample name does not have a MIDI note value specified somewhere in the file name, then
Bitwig will default that sample to a C3 root note when you drag it into the Sampler. (In Bitwig, “middle C”
(MIDI note 60) is C3.)
So for a sample name to both Stretch properly and to have the correct root key set in the Sampler’s KEY zone,
you could name the sample like any of the following examples:
● BassGrowl F1 140bpm
● 140 BPM Pluck F#2
● Ab3 97 bpm Grand Piano
● 80bpm Reese C5 Noisy
So keep this in mind as you watch the video. You can (and probably should) name the original MIDI clips as:
IMPORTANT: When dragging multiple samples at the same time into the Sampler, EVERY sample must have
midiNote metadata in the file name if you want Bitwig to correctly set up the KEY zone distribution as
expected. If even one sample doesn’t have a MIDI Note name specified in the sample name, Bitwig will get
confused and might not set up the KEY zone distribution correctly.
When you drag the resulting samples into the Sampler, Bitwig will still set up the multisample automatically as
shown in the video, but you’ll need to manually define the velocity for each sample. This can be made easy and
fast in two ways if you used the above naming convention:
● You can simply drag in one “velocity group” at a time, select them all, and manually set their
velocity to the indicated (vNN) value (use the Inspector panel to do this). Then drag in the next
“velocity group” and so on.
● Or you can drag everything in together and then use the “sort by” button (the hamburger button)
above the sample list to sort the samples by their vNN values, then multi-select each set of
related samples and manually set their velocity.
To use Serum wavetables in Bitwig's Sampler, the exact pitch for 2048 sample waveforms is F-1 and
23.4424138308938 cents. Once you have that set up in a Sampler, you can then use a Value module through a
Quantize module with a Constant (module) of the 1/(number of individual wave cycles) to have it jump between
waveforms discretely (I use Audacity to get the exact number of samples of the wavetable and then divide that
by 2048)
by 2048)
To make the Cycles playhead stop at the last frame (and not push past it into the middle of the last frame in the
wavetable), you need to add a macro to the POS knob when the sampler playhead is frozen, and set the max
value of the macro to 0.9697 instead of to 1.0
Rack Building
Watch a video about this entire section!
Watch a video demonstrating this “DrumPad 97” technique (video starts at specific timestamp)
Also watch this video showing a common use case for DrumPad 97s
A regular 97 is meant to be dropped on an instrument track and then the MIDI you compose for the track simply
triggers the various one-shots in the 97 at desired moments in the arrangement. There’s no need to create a
sample selector for the 97 because you’re using the MIDI clip to trigger what you want.
In a Drum Machine, however, each drum pad only ever plays one MIDI note, so you need to build a way to
easily twist a knob to scroll through all 97 one-shots and select the specific one you want to be triggered by that
drum pad. This requires using some Note Pitch Shifter devices and a Keytracking modulator as follows.
TIP: After building this, save it to your User Library and you can then just drag it onto a drum pad and swap
out the multisample inside it as desired.
1. Start with a Chain container, and name it something like DrumPad 97.
2. Load a Sampler into the chain.
3. In the Sampler’s Note container, load TWO Note Pitch Shifter devices.
4. In the Sampler’s shortcut panel, add a custom shortcut panel and map one of the knobs to the
Semitones control in the SECOND of the two Note Pitch Shifters, then name the shortcut knob
“Selector”.
○ Because all “97” multisamples are populated from C0 through C8, the full range of the
Selector knob will scroll through all the samples.
○ If you want to copy any default shortcut controls from the default sets for Sampler devices,
just drag them up one by one into the remaining 7 slots of the custom shortcut control.
5. Now go to the FIRST Note Pitch Shifter and toggle the +3 Octave button.
○ What you’re doing here is taking the C1 note sent by the first Drum Machine pad and
transposing up to C4 before sending it on to the SECOND Note Pitch Shifter. (which is
shifting that C4 up or down by 48 semitones to trigger any of the samples in the
multisample).
○ But what happens when you play other drum pads? Each of those incoming MIDI notes
will be transposed to C#4, D4, and so on, which throws the SECOND Sampler’s Note
Pitch Shifter range out of whack. How do we fix this? Next step!
6. Open the FIRST Note Pitch Shifter’s modulators panel and add a Keytrack modulator.
7. Expand the Keytrack modulator and set it to Relative mode, with a Root value of 36 and a
7. Expand the Keytrack modulator and set it to Relative mode, with a Root value of 36 and a
Spread value of 16.
○ Root 36 = MIDI note number 36, which is C1, which is the first default pad in a Drum
Machine.
○ Spread 16 means that the 16 notes from C1 to D#2 will be affected by the Keytrack
modulation.
8. Now we make the Keytrack modulator shift the notes sent by the Drum Machine downward by
exactly the same number of semitones above C1 each note is! We do this by mapping the
Keytrack modulator to the Semitones control of the FIRST Note Pitch Shifter, dragging
downward to set a modulation range of -16.
○ Spread 16 plus this modulation range of -16 means that the Keytrack modulator will track
C1 and the 15 notes above it, which is the entire default 16-pad grid in a Drum Machine.
When C1 comes in, it sends C1 out. When C#1 comes, it shifts down one semitone and
sends C1 out. When E1 comes in (4 semitones up from C1), it shifts down 4 semitones
and sends C1 out, and so on. The entire idea is to make every pad of the drum machine
send only C1 on to the Sampler, which allows the SECOND Note Pitch Shifter to
always stay in the proper range to select one of the 97 samples in the multisample.
9. Load a 97 multisample into the Sampler and test it out. Then Save the entire chain as a preset
called something like DrumPad 97.
From this point on, when you want to use a 97 in a Drum Machine pad, just drag your DrumPad 97 onto the
pad, then use the Replace button in the chain’s Sampler to swap in the desired 97 multisample. Then you can
use the Selector knob in the Sampler’s shortcut panel to scrub through all of the one shots in the 97. Easy!
In Ableton, this type of multi pad is a confusing PITA to build and requires careful note mapping, chain nesting,
and setting of choke groups. In Bitwig, it’s actually super easy to set these up. The basic idea is that instead of
trying to set all this up inside of one single drum rack like you might do in Ableton, you instead layer two
Drum Maschine instruments in a single track and do the kick and snare in one drum machine, and put their
respective breakbeat loops on the same exact pads in the second drum machine.
The tricky part in Bitwig is warping the breakbeat loops to match the tempo of the project. In Ableton, the
breakbeat loops are usually put into a Simpler instrument so that you can use Simpler’s Warp button to
automatically warp the loop to the project tempo. Bitwig’s Sampler has no similar feature, so you need to
manually warp the loop first, bounce it to a new clip, and then load the warped sample into the drum machine
pad. This manual warping is done most easily if you have Serato Sample.
1. Add Serato Sample to an instrument track. You’ll be using this to quickly determine the tempo of
breakbeat loops and make your time-stretching painless and fast.
2. Add an Instrument Layer container to the “Meat” track, then stack two Drum Machine
instruments into it. Name the first layer Meat, and name the second layer Breaks. Also name the
track itself as Drums - Meat.
3. Add your chosen kick and snare to pads in the Meat layer. (If you need to fatten these up with
more layers later, you can easily add an Instrument Layer in each pad’s chain, move the
original kick and snare samplers into the pad’s internal instrument layer, and then add other
samples or e-Drum instruments to those instrument layers.)
4. Create a MIDI clip to trigger the kick and snare pads, and Ctrl-L the clip to set the arrangement
loop to match.
loop to match.
5. Find a breakbeat loop that seems to mesh well with the kick. Tempo will not match at first━just
focus on timbre and content.
6. When you find a loop that seems promising, drag it into Serato Sample to find its tempo.
7. Now drag the loop into a new track in your arrangement view, set the audio clip’s stretch mode to
Elastique, and set the clips original Tempo to the exact value (e.g., 175.17) that Serato gave
you. Be sure to include any decimal point values like that.
○ Leave the clip name at its default value (the original sample name), because it will help
you find that original sample later if you ever need to. However, rename the track as
Breaks loop for Kick. You’re going to deactivate this track and keep it in the project in
case you need to fine-tune or change the stretching timbre for any reason later in the
project’s lifecycle.
○ Depending how the breakbeat loop was recorded (e.g., ripped quickly from a old song and
not processed to be a perfect loop in the original song’s tempo), you might need to trim
the end of the clip and then Consolidate the clip to make a good loop.
8. Now solo the Drums - Meat track AND the new, warped Breaks loop for Kick track, then play
your arrangement loop. At this point, you probably want to switch the breaks clip to the
Elastique Pro stretching mode, and play around with that mode’s Formant and Resolution
settings to find a timbre that meshes really well with the Kick.
○ Spectral stretching often adds gain to the sample and can make it clip the track over 0 dB.
Carefully double-check the track meter to ensure it’s not flashing red at any point. If it
does, take the clip’s Gain down enough to prevent it clipping over 0 dB.
○ You probably want to warm up the loop and take its bite down a bit by trying negative
Formant values and larger-than-default Resolution values to focus on the low frequency
energy in the loop.
○ You can also click-drag the clip’s original Tempo value while watching the clip’s
waveform in the arrangement view, to try out other beat resolutions. For example, if your
meat pattern is in half-time feel (snare on the .3 of every bar), but your breakbeat sample
has the snare on the .2 of every bar, you can click-drag the Tempo until the loop’s snare
hits are landing on the .3 of every bar.
9. Once your audio clip is sounding exactly how you want it, Bounce the clip to a new track, then
Save the project to put the bounced clip inside the project folder. Do not rename the bounced clip
because it’s named to match the original clip name, which helps you understand what’s what in
the Project’s total set of collected samples.
10. Flip to the Project Panel, then view its Files tab, and then drag the new bounced sample into the
Breaks layer of your “Meat” track, onto the same exact pad as the kick over in the Meat layer.
11. Solo only the Drums - Meat track and play your arrangement loop while you switch focus to the
Breaks layer pad where you just dragged the bounced sample. Expand the device window for
that pad’s Sampler, then set the Voices to Monophonic so that each kick note self-chokes and
retriggers the breaks loop from the start.
12. Repeat Steps 5–11 to create a breakbeat loop that meshes well with your snare.
○ To get a better feel for the snare’s “tail”, You’ll probably need to drag the clip to line up the
first snare hit in the clip with the first snare hit in your MIDI clip for the Drums - Meat
track, and then temporarily loop the arrangement on the breakbeat clip.
○ During this part, you’ll probably want to mute the entire Breaks layer and also mute the
kick pad on the Meat layer. The idea is to hear just your main “meat” snare plus the
breakbeat loop you’re testing.
13. After you have good breakbeat loops sitting in the Breaks layer (on the same pads as their
matching kick and snare samples in the Meat layer, you can play with the yellow loop-start-
brace in each of the Samplers in the Breaks layer to find the best-sounding starting point for each
loop.
○ What you’re looking for is the nicest-sounding segment to serve as the “tail” for the kick
and the snare. You should be looping the entire MIDI pattern and hearing the choking and
triggering in context along with each kick and snare hit in the full context of your drum
pattern.
○ Now you can play with the relative levels of each breaks loop against its matching kick or
snare.
14. Now level the combined Kick and Snare sounds to your gain-staging target for these important
14. Now level the combined Kick and Snare sounds to your gain-staging target for these important
framework sounds in your mix.
○ First switch to MIX view, then expand the Meat and Breaks instrument layers inside the
Drums - Meat track, and then further expand each of the layers into their component
drum maschine pads.
○ Make sure the track fader on the Drums - Meat track is set at 0.
○ Now solo the Kick pad and its corresponding breaks loop pad.
○ Play the drum pattern and adjust the track fader on the Drums - Meat track itself until its
reading -12 dB max peak.
○ Look at the fader value on the Drums - Meat track and note the new value.
○ Subtract this same amount from both the kick pad’s fader and its corresponding breakbeat
loop pad’s fader. For example, if the fader value in Step 14.e was -6.8, you’ll set both of
these pad faders to -6.8 too.
○ Reset the fader on the Drums - Meat track back to 0, then repeat this process for the snare
(so that the combined snare sounds also peak at -12 dB).
○ Reset the fader on the Drums - Meat track back to 0. Your Drums - Meat track is now
fully set up and gain-staged properly for the rest of the mix to build up into.
15. Your final step is to collect and save all the original samples into the project, and then Deactivate
the Break loops for kick and Break loops for snare tracks.
○ You want to keep those original tracks on ice, with all their current warp settings that you
used to make the bounces in your Breaks instrument layer. This enables you to easily go
back and tweak the sound of those breaks loops if you find that necessary later in the
project and you find your breaks loops aren’t cutting through the full mix well enough.
You can simply re-activate the track, dupe it, play with different settings in the dupe,
bounce out that dupe, and replace the original bounce with the new bounce down in the
Breaks layer of your Drums - Meat rack.
○ You can safely delete the two bounced tracks you made during this process, because the
bounced samples are safely tucked away inside two Sampler instances in the project.
Mixing Stuff
Routing (track-to-track)
Routing at the TRACK level can be confusing until you wrap your head around Bitwig’s idiosyncratic way of
doing it. In many cases, it’s easier to simply use their fabulous Audio Reciever and Note Receiver devices as
virtual patch cables to pull audio or MIDI data to the exact insert point you want in any track insert chain.
But if you want to do it the traditional track-to-track way like in Live and other DAWs, the main concept to
understand is that setting only the INPUT on the target track does NOT feed the signal through the target track’s
device inserts! If you do this, you can record the MIDI/Audio output of the source track into clips on the target
track, but that’s it!
And setting only the OUTPUT on the source track will bypass the clip-recording on the target track, and instead
simply pass the audio/MIDI output from the source track through the target track’s device inserts!
To get the typical behavior you’d expect, you must set the OUTPUT of the source track and also set the input of
the target track. Yes, it’s weird and counter-intuitive, so skip the whole confusing mess and just use those two
great virtual patch cables. The following diagram shows what I’ve tried to describe with words above.
Sidechaining
Sidechaining is a dream in Bitwig.
● Every VST that has sidechain input channels has a dedicated “down arrow” button near the upper
left of the device container. Click it and choose any signal from anywhere to feed into the
sidechain input.
● There are three specific sidechain modulators that enable you to create positive or negative
(inverted) sidechain modulation on ANY device or plugin control: Audio Sidechain, Audio Rate,
and Note Sidechain.
But oddly, the basic Compressor doesn’t have a sidechain input. All the basic compressor-style sidechain
ducking that you’ll want to do requires some 3rd-party compressor.
Also oddly, the basic Gate has a sidechain input, but not an inverted gating style. So all the sidechain input can
do is open the gate. It can’t be used to duck the gate. Again, if you want inverted ducking style gating, you’re
stuck using a 3rd-party compressor.
Ableton gives you a right-click option to display some dual-pan controls that do true panning, but Bitwig does it
differently. If you need to do true panning in Bitwig, just drop the Dual Pan FX device into the track.
Bitwig makes it super easy to work with VSTs that have multi-channel outputs of some sort. For example,
Native Instruments’ Maschine or Vengeance Sound’s VPS-Avenger synth both have internal routing to special
bus output channels. Bitwig makes it super easy to set up the routing so that you can have individual channels
in Bitwig’s mixer for full control over the leveling, pan, solo/mute, etc. of various sounds coming from the VST.
Bitwig also exposes independent device insert channels so that you can perform any desired audio processing
on the various output channels coming from the VST.
This can be a huge workflow time-saver, because you can leverage the useful features of the VST for your
sound design or arrangement and not feel compelled to some how export individual tracks/stems out of the VST
and into Bitwig just so that you can have the granular control during mixdown that you typically need.
The basic process is simple, and I demonstrate it in a mercifully short video (ha ha) linked just above.
1. Look for the little double arrows in the top left of the VST container in the device chain. These
indicate a VST that has multi-output channels.
Although Bitwig has many features and workflow patterns that are very similar to those in Ableton, it takes a
distinct and deliberate departure from Ableton’s practice of freezing/unfreezing tracks, or freezing then
flattening tracks. At first this difference might seem annoying. I felt that way myself at first, and I’ve certainly
seen multiple feature requests from (usually newer) Bitwig users asking Bitwig devs to provide a basic
“freeze/unfreeze” feature like in Ableton.
However, once you wrap your head around this deliberately different approach that the Bitwig devs
implemented, you start to appreciate the genius and flexiblity of the Bitwig way all this is done. I’m going to
keep this section pretty short and simple even though there are a ton of different goals you can accomplish with
Bitwig’s various bouncing features. Instead, I think the two videos linked just above can do the best job of
demonstrating why you’ll come to love the Bitwig way of doing things.
TL;DR - I do not miss the “freeze” feature at all. In fact, I’ve come to greatly prefer the Bitwig way of doing
things.
● Freeze and Flatten are all or nothing. They affect an entire track.
● You cannot change any of the devices and plugins on a frozen track. You must first unfreeze it,
make your changes, and then freeze it again.
● When you Freeze and then Flatten a track, this is a totally destructive operation and the original
MIDI track--and all the devices and plugins on that track--are deleted. You simply end up with
one audio clip on the same track that was formerly frozen.
● Bounce (and Bounce in Place) are clip-specific or time-specific. To bounce an entire track or
group, you would first need to select the entire timespan of that track/group, consolidate the
selected things, and then bounce the consolidated clip.
● When you Bounce in Place, all of the devices and plugins on the track are still active and usable.
Even the synths!
● When you Bounce a track, this is 100% non-destructive. The bounced audio clip is placed onto an
entirely new audio track immediately beneath the original track. The original track, and all its
MIDI clips, and all its devices and plugins, is still intact and untouched.
● If you want to do the same thing as Freeze > Flatten in Bitwig, you simply Bounce the entire
track, and then select the original MIDI track and Deactivate it. There is a toggle button in the
UI that will automatically hide all deactivated tracks and groups. Out of sight, out of mind. Also,
deactivated tracks incur no CPU hit.
deactivated tracks incur no CPU hit.
● The real power of Bitwig’s approach to bouncing comes when you start using it surgically at the
individual clip level, and when you use it in conjuction with Bitwig’s hybrid tracks that can have
both audio and MIDI clips on them! Any audio clips on the track simply bypass any MIDI
devices/plugins that are on the track. But MIDI clips on the track still run through the full device
chain from end to end. Watch both of the above videos linked at the start of this section to see all
the ways this can be useful!
● Click and start dragging the header bar of any clip but don’t move it very far. Then press and hold
the Alt key while you keep holding the left mouse button. You’ll see a “bouncing” dialog in the
upper right of the Bitwig window. When the bounce is finished, you can continue moving the
now bounced audio clip anywhere you want in the project and let go. You can even drop it over
in the Clip launcher. (Or start by bouncing clips from the clip launcher and drop them into the
Arranger timeline.
● You can do this same action to multiple clips at a time. Regardless of how you multi-selected
them.
Simple, uncluttered expand to show all You absolutely can perform all the same
automation on only a single track. (Unlike common drawing moves as fast or
Ableton that always expands automation lanes nearly as fast as in Ableton, but some of
for all tracks--even those with no automation.) A these rely on multi-selecting pairs of
key combo can also expand all tracks just like points and then using the Time and
Ableton. Value boxes in the Inspector panel to
adjust the line segment between those
No need to create pinned lanes to remember or two points.
hunt for what you automated, because there’s a
great “show all automation lanes” button that
will toggle all of a track’s automation lanes into
view.
Export Export dialog warns you visually if you’re about No dithering options. So if you want
to overwrite previously exported tracks. anything more than simple Triangular
dithering with some unknown type of
Several different and useful file naming and noise-shaping, you must use a 3rd party
folder creation patterns during export. dithering plugin or the dithering features
of your mastering limiters.
No MP3 export.
Rack building Bitwig’s unique and powerful set of Setting a range for each of the device
modulators, plus the ability to create multiple values that a single macro knob controls
shortcut panels for the same rack, enable is MUCH less straight-forward and more
extremely powerful and sophisticated racks fiddly than in Ableton. Ableton’s “mod
matrix” (the Mapping button for a
FAR more control types than just macro knobs. macro panel) allows you to set both Min
The design options are massive. The special and Max values. Bitwig’s mod matrix
modulator types are usually far more dependable only sets the Max value. You must
modulator types are usually far more dependable only sets the Max value. You must
and consistent than using M4L devices in manually set the min value on the device
Ableton, and far less CPU overhead for each. knob/etc. itself. The upside is that you
M4L is a pig, and a lot of M4L devices are have unlimited macro knobs to play
buggy AF. with, and the total set of things you can
pull off with the Bitwig Macro
Can design racks with far more than Ableton’s modulators in combination with other
max 8 macro knobs modulators interacting with the Macro
runs circles around the things you can do
Macro knobs can have bi-polar behavior, with Ableton Macro knobs.
centered on any starting value in the original
device knob/etc. Ableton macros are always full With great power and flexibility comes a
linear through the assigned min/max range. steeper learning curve and more
experimentation when building a rack to
Can build multiple custom shortcut panels for a get the crazy thing you’re envisioning in
rack and easily select any of them while using your head. Really sophisticated and
the rack smooth racks are possible to build, but it
can take more time to puzzle them out
Can add long, useful descriptions that explain and test that they are behaving properly.
what the rack does and how to use it
The meat and potatoes LFO modulator
Any control can affect other controls--not just does not make it simple to visualize
device parameters. For example, macro knob A what actual the LFO shape looks like.
can control Macro knob B. You must learn how to “see” the actual
LFO shape and swell in your head. The
The Polynom modulator enables non-linear tradeoff is that the Bitwig LFO
macro knob movement through a value range. modulator runs circles around the tiny
Ableton macros are always linear through their set of things that Ableton’s M4L LFO
mix/max range. device can do.
Video
Sidechaining Bitwig’s approach to sidechaining is superb. On None
any device or VST, there’s a little “down arrow”
button on the Bitwig container that lets you
choose the source track (and multi-output VST
chain or specific device in the track’s insert
chain) that should be the trigger sent to the
device/VST.
Bitwig has 2 instruments, 37 devices and 32 modulators that Ableton does not.
http://www.admiralbumblebee.com/music/2017/06/23/Bit
wig-Modulators.html
Multiband FX-2 A 2-band and 3-band frequency splitter, with independent
Multiband FX-3 processing chains for all two or three signals, which are
summed together again on the output of the device. To
accomplish the same thing in Ableton, you have to use a
mostly-deactivated version of Ableton’s Multiband
Dynamics or EQ Three, or you have to use an M4L
device like Invisible Frequency Splitter.
So…. stuck for a melody? It’s a cheap trick, but you can
just bang out a bunch of random up-then-down “motif”
notes in a rhythmic pattern you like and plop them into a
MIDI clip. Then toss this device on the track and feed
one of your “chords” tracks as the sidechain. Instant
melody based on your chord tones!
Note Latch An interesting device that will latch (hold) notes in
various ways until the next note from the underlying
MIDI signal path appears. Useful to combine with the
Arpeggiator or Note Harmonizer device.
Note Receiver Plop this device anywhere in a channel’s signal chain and
pull in the MIDI stream from any other track or device
channel.
Note Velocity A device that constrains the incoming MIDI note
velocities to a 2-part segmented range of velocities.
There’s also a “Randomize” knob that can be used to
humanize the incoming velocities.
Oscilloscope Not just a single-trace scope, but a dual-trace scope that
can superimpose the waveforms for two different signal
sources!
Replacer Listens to the audio signal flowing through the audio
channel it’s placed on, and generates a single, specific
MIDI note whenever the amplitude (transients) in that
audio signal pass above a threshold. The longer the
amplitude stays above the threshold, the longer the
generated MIDI note is.
Features that exist in both DAWs and are essentially the same
Instruments listed first. Then Operations. Then Devices.
There are (roughly) 11 instruments, 4 operations, and (roughly) 29 devices that serve identical purposes in both
Bitwig and Ableton.