PreSonus Blog

Tag Archives: Learn Studio One

The De-Stresser FX Chain

Feeling a little bit stressed?

I’m not surprised. Or do you ever have one of those days? Of course you do! Wouldn’t it be great to go down to the beach, listen to the waves for a while, and chill to those soothing sounds? The only problem for me is that going to the beach would involve a 7-hour drive.

Hence the De-Stresser FX Chain, which doesn’t sound exactly like the ocean—but emulates its desirable sonic effects. If you’re already stressed out, then you probably don’t want to take the time to assemble this chain, so feel free to go to the download link. Load the FX Chain into a channel, but note that you must enable input monitoring, because the sound source is the plug-in Tone Generator’s white noise option.

About the FX Chain

Figure 1: Effects used to create the De-Stresser’s virtual ocean.

Fig. 1 shows the FX Chain’s “block diagram.” The Splitter adds variety to the overall sound by feeding dual asynchronous “waves,” as generated by the X-Trems (set for tremolo mode). The X-Trem LFO’s lowest rate is 0.10 Hz; this should be slow enough, but for even slower waves, you can sync to tempo with a long note value, and set a really slow tempo.

Waves also have a little filtering as they break on the beach, which the Autofilters provide. The Pro EQs tailor the low- and high-frequency content to alter the waves’ apparent size and distance.

And of course, there’s the ever-popular Binaural Pan at the end. This helps create a more realistic stereo image when listening on headphones.

Macro Controls

Figure 2: The Macro Controls panel.

Regarding the Macro Controls panel (Fig. 2), the two Timbre controls alter the filter type for the two Autofilters. This provides additional variety, so choose whichever filter type combination you prefer. Crest alters the X-Trem depth, so higher values increase the difference between the waves’ peaks and troughs.

The Sci-Fi Ocean control adds resonance to the filtering. This isn’t designed to enhance the realism, but it’s kinda fun. Another subtle sci-fi sound involves setting the two Timbre controls to the Comb response.

As you move further away from real waves, the sound has fewer high frequencies. So, Distance controls the Pro EQ HC (High Cut) filters. Similarly, Wave Size controls the LC filter, because bigger waves have more of a low-frequency component. The Calmer control varies the Autofilter mix; turning it up gives smaller, shallower waves.

When you want to relax, this makes a soothing background. Put on good headphones, and you can lose yourself in the sound. It also makes a relaxing environmental sound when played over speakers at a low level. If your computer has Bluetooth, and you have Bluetooth speakers, try playing this in the background at the end of a long day.

Son of the Beach

This is just one example of the kind of environmental sounds and effects you can make with Studio One, so let me know if this type of tip interests you. I’ve also done rain, rocket engines, howling gales, the engine room of an interstellar cargo ship, cosmic thuds, various soundscapes, and even backgrounds designed to encourage theta and delta brain waves. I made the last one originally for a friend of mine whose children had a hard time going to sleep, and burned it to CD. When I asked what he thought, he said “no one has ever heard how it ends.” So I guess it worked! Chalk up another unusual Studio One application.


Download the De-Stresser FX Chain here!

Shop Studio One NOW!

Safety First: Into the Archives, Part 1

I admit it. This is a truly boring topic.

You’re forgiven if you scoot down to something more interesting in this blog, but here’s the deal. I always archive finished projects, because remixing older projects can sometimes give them a second life—for example, I’ve stripped vocals from some songs, and remixed the instrument tracks for video backgrounds. Some have been remixed for other purposes. Some really ancient songs have been remixed because I know more than I did when I mixed them originally.

You can archive to hard drives, SSDs, the cloud…your choice. I prefer Blu-Ray optical media, because it’s more robust than conventional DVDs, has a rated minimum shelf life that will outlive me (at which point my kid can use the discs as coasters), and can be stored in a bank’s safe deposit box.

Superficially, archiving may seem to be the same process as collaboration, because you’re exporting tracks. However, collaboration often occurs during the recording process, and may involve exporting stems—a single track that contains a submix of drums, background vocals, or whatever. Archiving occurs after a song is complete, finished, and mixed. This matters for dealing with details like Event FX and instruments with multiple outputs. By the time I’m doing a final mix, Event FX (and Melodyne pitch correction, which is treated like an Event FX) have been rendered into a file, because I want those edits to be permanent. When collaborating, you might want to not render these edits, in case your collaborator has different ideas of how a track should sound.

With multiple-output instruments, while recording I’m fine with having all the outputs appear over a single channel—but for the final mix, I want each output to be on its own channel for individual processing. Similarly, I want tracks in a Folder track to be exposed and archived individually, not submixed.

So, it’s important to consider why you want to archive, and what you will need in the future. My biggest problem when trying to open really old songs is that some plug-ins may no longer be functional, due to OS incompatibilities, not being installed, being replaced with an update that doesn’t load automatically in place of an older version, different preset formats, etc. Another problem may be some glitch or issue in the audio itself, at which point I need a raw, unprocessed file for fixing the issue before re-applying the processing.

Because I can’t predict exactly what I’ll need years into the future, I have three different archives.

  • Save the Studio One Song using Save To a New Folder. This saves only what’s actually used in the Song, not the extraneous files accumulated during the recording process, which will likely trim quite a bit of storage space compared to the original recording. This will be all that many people need, and hopefully, when you open the Song in the future everything will load and sound exactly as it did when it was finished. That means you won’t need to delve into the next two archive options.
  • Save each track as a rendered audio WAV file with all the processing added by Studio One (effects, levels, and automation). I put these into a folder called Processed Tracks. Bringing them back into a Song sounds just like the original. They’re useful if in the future, the Song used third-party plug-ins that are no longer compatible or installed—you’ll still have the original track’s sound available.
  • Save each track as a raw WAV file. These go into a folder named Raw Tracks. When remixing, you need raw tracks if different processing, fixes, or automation is required. You can also mix and match these with the rendered files—for example, maybe all the rendered virtual instruments are great, but you want different vocal processing.

Exporting Raw Wave Files

In this week’s tip, we’ll look at exporting raw WAV files. We’ll cover exporting files with processing (effects and automation), and exporting virtual instruments as audio, in next week’s tip.

Studio One’s audio files use the Broadcast Wave Format. This format time-stamps a file with its location on the timeline. When using any of the options we’ll describe, raw (unprocessed) audio files are saved with the following characteristics:

  • No fader position or panning (files are pre-fader)
  • No processing or automation
  • Raw files incorporate Event envelopes (i.e., Event gain and fades) as well as any unrendered Event FX, including Melodyne
  • Muted Events are saved as silence

Important: When you drag Broadcast WAV Files back into an empty Song, they won’t be aligned to their time stamp. You need to select them all, and choose Edit > Move to Origin.

The easiest way to save files is by dragging them into a Browser folder. When the files hover over the Browser folder (Fig. 1), select one of three options—Wave File, Wave File with rendered Insert FX, or Audioloop—by cycling through the three options with the QWERTY keyboard’s Shift key. We’ll be archiving raw WAV files, so choose Wave File for the options we’re covering.


Figure 1: The three file options available when dragging to a folder in the Browser are Wave File, Wave File with rendered Insert FX, or Audioloop.

As an example, Fig. 2 shows the basic Song we’ll be archiving. Note that there are multiple Events, and they’re non-contiguous—they’ve been split, muted, etc.

Figure 2: This shows the Events in the Song being archived, for comparison with how they look when saving, or reloading into an empty Song.

Option 1: Fast to prepare, takes up the least storage space, but is a hassle to re-load into an empty Song.

Select all the audio Events in your Song, and then drag them into the Browser’s Raw Tracks folder you created (or whatever you named it). The files take up minimal storage space, because nothing is saved that isn’t data in a Song. However, I don’t recommend this option, because when you drag the stored Events back into a Song, each Event ends up on its own track (Fig. 3). So if a Song has 60 different Events, you’ll have 60 tracks. It takes time to consolidate all the original track Events into their original tracks, and then delete the empty tracks that result from moving so many Events into individual tracks.

Figure 3: These files have all been moved to their origin, so they line up properly on the timeline. However, exporting all audio Events as WAV files makes it time-consuming to reconstruct a Song, especially if the tracks were named ambiguously.

Option 2: Takes more time to prepare, takes up more storage space, but is much easier to load into an empty Song.

  1. Select the Events in one audio track, and type Ctrl+B to join them together into a single Event in the track. If this causes clipping, you’ll need to reduce the Event gain by the amount that the level is over 0. Repeat this for the other audio tracks.
  2. Joining each track creates Events that start at the first Event’s start, and end at the last Event’s end. This uses more memory than Option 1 because if two Events are separated by an empty space of several measures, converting them into a single Event now includes the formerly empty space as track data (Fig. 4).

Figure 4: Before archiving, the Events in individual tracks have now been joined into a single track Event by selecting the track’s Events, and typing Ctrl+B.

  1. Select all the files, and drag them to your “Raw Tracks” folder with the Wave File option selected.

After dragging the files back into an empty Song, select all the files, and then after choosing Edit > Move to Origin, all the files will line up according to their time stamps, and look like they did in Fig. 4. Compare this to Fig. 3, where the individual, non-bounced Events were exported.

Option 3: Universal, fast to prepare, but takes up the most storage space.

When collaborating with someone whose program can’t read Broadcast WAV Files, all imported audio files need to start at the beginning of the Song so that after importing, they’re synched on the timeline. For collaborations it’s more likely you’ll export Stems, as we’ll cover in Part 2, but sometimes the following file type is handy to have around.

  1. Make sure that at least one audio Event starts at the beginning of the song. If there isn’t one, use the Pencil tool to draw in a blank Event (of any length) that starts at the beginning of any track.

Figure 5: All tracks now consist of a single Event, which starts at the Song’s beginning.

  1. Select all the Events in all audio tracks, and type Ctrl+B. This bounces all the Events within a track into a single track, extends each track’s beginning to the beginning of the first audio Event, and extends each track’s end to the end of the longest track (Fig. 5). Because the first Event is at the Song’s beginning, all tracks start at the Song’s beginning.
  2. Select all the Events, and drag them into the Browser’s Raw Tracks folder (again, using the Wave File option).

When you bring them back into an empty Song, they look like Fig. 5. Extending all audio tracks to the beginning and end is why they take up more memory than the previous options. Note that you will probably need to include the tempo when exchanging files with someone using a different program.

To give a rough idea of the memory differences among the three options, here are the results based on a typical song.

Option 1: 302 MB

Option 2: 407 MB

Option 3: 656 MB

You’re not asleep yet? Cool!! In Part 2, we’ll take this further, and conclude the archiving process.

Add Studio One to your workflow today and save 30%! 

Tremolo: Why Be Normal?

Tremolo (not to be confused with vibrato, which is what Fender amps call tremolo), was big in the 50s and 60s, especially in surf music—so it has a pretty stereotyped sound. But why be normal? Studio One’s X-Trem goes beyond what antique tremolos did, so this week’s Friday Tip delves into the cool rhythmic effects that X-Trem can create.


The biggest improvement in today’s tremolos is the sync-to-tempo function. One of my favorite techniques for EDM-type music is to insert two tremolos in series (Fig. 1).

Figure 1: These effects provide the sound in Audio Example 1. Note the automation track, which is varying the first X-Trem’s Depth parameter.

The first X-Trem runs at a fast rate, like 1/16th notes. Square wave modulation works well for this if you want a “chopped” sound, but I usually prefer sine waves, because they give a smoother, more pulsing effect. The second X-Trem runs at a slower rate. For example, if it syncs to half-notes, X-Trem lets through a string of pulses for a half-note, then attenuates the pulses for the next half-note. Using a sine wave for the second tremolo gives a rhythmic, pulsing sound that’s effective on big synth chords—check out the audio example.



X-Trem’s waveforms are the usual suspects: Triangle, Sine, Upward Sawtooth, and Square. But what if you want a downward sawtooth, a more exponential wave (Fig. 2), or an entirely off-the-wall waveform?


Figure 2: Let’s have a big cheer for X-Trem’s 16 Steps option.

This is where the 16 Steps option becomes the star (Fig. 2) because you can draw pretty much any waveform you want. It’s a particularly effective technique with longer notes because you can hear the changes distinctly.

But for me, the coolest part is X-Trem’s “Etch-a-Sketch” mode, because you can automate each step individually, choose X-Trem’s Automation Write, and go crazy. Just unfold X-Trem’s automation options, choose all the steps, add them to the track’s automation, and draw away (Fig. 3).


Figure 3: Drawing automated step changes in real-time takes X-Trem beyond “why be normal” into something that may be illegal in some states.

Of course, if you just draw kind of randomly, then really, all you’re doing is level automation. Where this option really comes into its own is when you have a basic waveform for one section, change a few steps in a different section and let that repeat, draw a different waveform for another section and let that repeat, and so on. Another application is trying out different waveforms as a song plays, and capturing the results as automation. If you particularly like a pattern, cut and paste the automation to use it repetitively.

And just think, we haven’t even gotten into X-Trem’s panning mode—similarly to its overachieving tremolo functions, the panning can do a lot more than just audio ping-pong effects. Hmmm…seems like another Friday Tip might be in order.

The “Double-Decker” Pre-Main Bus

This Friday tip has multiple applications—consider the following scenarios.

You like to mix with mastering processors in the Main bus to approximate the eventual mastered sound, but ultimately, you want to add (or update) an unprocessed file for serious mastering in the Project page. However, reality checks are tough. When you disable the master bus processors so you can hear the unprocessed sound you’ll be exporting, the level will usually change. So then you have to re-balance the levels, but you might not get them quite to where they were. And unfortunately, one of the biggest enemies of consistent mixing and mastering is varying monitoring levels. (Shameless plug alert: my book How to Create Compelling Mixes in Studio One, which is also available in Spanish, tells how to obtain consistent levels when mixing.)

Or, suppose you want to use the Tricomp or a similar “maximizing” program in the master bus. Although these can make a mix “pop,” there may be an unfair advantage if they make the music louder—after all, our brains tend to think that “louder is better.” The only way to get a realistic idea of how much difference the processor really makes is if you balance the processed and unprocessed levels so they’re the same.

Or, maybe you use the cool Sonarworks program to flatten your headphone or speaker’s response, so you can do more translatable mixes. But Sonarworks should be enabled only when monitoring; you don’t want to export a file with a correction curve applied. Bypassing the Sonarworks plug-in when updating the Project page, or exporting a master file, is essential. But in the heat of the creative moment, you might forget to do that, and then need to re-export.


The Pre-Main bus essentially doubles up the Main bus, to create an alternate destination for all your channels. The Pre-Main bus, whose output feeds the Main bus, serves as a “sandbox” for the Main bus. You can insert whatever processors you want into the Pre-Main bus for monitoring, without affecting what’s ultimately exported from the Main bus.

Here’s how it works.


  1. Create a bus, and call it the Pre-Main bus.
  2. In the Pre-Main bus’s output field just above the pan slider, assign the bus output to the Main bus. If you don’t see the output field, raise the channel’s height until the output field appears.
  3. Insert the Level Meter plug-in in the Main bus. We’ll use this for LUFS level comparisons (check out the blog post Easy Level Matching, or the section on LUFS in my mixing book, as to why this matters).

Figure 1: The Pre-Main bus, outlined in white, has the Tricomp and Sonarworks plug-ins inserted. Note that all the channels have their outputs assigned to the Pre-Main bus.

  1. Insert the mastering processors in the Pre-Main bus that you want to use while monitoring. Fig. 1 shows the Pre-Main bus with the Tricomp and Sonarworks plug-ins inserted.
  2. Select all your channels. An easy way to do this is to click on the first channel in the Channel List, then shift+click on the last channel in the list. Or, click on the channel to the immediate left of the Main channel, and then shift+click on the first mixer channel.

With all channels selected, changing the output field for one channel changes the output field for all channels. Assign the outputs to the Main bus, play some music, and look at the Level Meter to check the LUFS reading.

Now assign the channel outputs to the Pre-Main bus. Again, observe the Level Meter in the Master bus. Adjust the Pre-Main bus’s level for the best level match when switching the output fields between the Main and Pre-Main bus. By matching the levels, you can be sure you’re listening to a fair comparison of the processed audio (the Pre-Main bus) and the unprocessed audio that will be exported from the Main bus.

The only caution is that when all your channels are selected, if you change a channel’s fader, the faders for all the channels will change. Sometimes, this is a good thing—if you experience “fader level creep” while mixing, instead of lowering the master fader, you can lower the channel levels. But you also need to be careful not to reflexively adjust a channel’s level, and end up adjusting all of them by mistake. Remember to click on the channel whose fader you want to adjust, before doing any editing.

Doubling up the Main bus can be really convenient when mixing—check it out when you want to audition processors in the master bus, but also, be able to do a quick reality check with the unprocessed sound to find out the difference any processors really make to the overall output.

Acknowledgement: Thanks to Steve Cook, who devised a similar technique to accommodate using Sonarworks in Cakewalk, for providing the inspiration for this post.

Melodic Percussion

This week’s tip shows how to augment percussion parts by making them melodic—courtesy of Harmonic Editing.

The basic idea is that setting a white or pink noise track to follow the chord track gives the noise a sense of pitch. Although having a long track of noise isn’t very interesting, if we gate it with a percussion part, then now we’ve layered the percussion part’s rhythm with the tonality of the noise. Add a little dotted 8th note echo, and it can sound pretty cool.

Step 1: Bring on the Noise

Noise needs to be recorded in a track to be affected by harmonic editing, so open up the mixer’s Input section, and insert a Tone Generator effect in tracks 1 and 2. Set the Tone Generator to Pink Noise, and trim the level so it’s not slamming up against 0 (Fig. 1).

Figure 1: We need noise in each channel to implement this technique.

Record-enable both tracks (set them to Mono channel mode), enable Input Monitor, and start recording noise into the tracks. The reason for recording into two tracks is we want to end up with stereo noise, so the tracks can’t be identical.

Step 2: Make the Noise Stereo

Now that the noise is recorded, you can remove the Tone Generator effects from the track inputs. At the mixer, pan one channel of noise left, and one right. In each track’s Inspector, choose Universal Mode for Follow Chords, and Strings for Tune mode (Fig. 2).

Figure 2: How to set up the tracks for stereo noise. The crucial Inspector settings are outlined in yellow.


Set each track’s output to a Bus, and now we have stereo noise at the Bus output. Insert a Gate in the Bus, and any other effects you want to use (I insert a Pro EQ to trim the highs and lows somewhat, and a Beat Delay for a more EDM-like vibe—but use your imagination).

Step 3: Control the Gate’s Sidechain

Choose the percussion sound with which you want to control the Gate sidechain, insert a pre-fader send in the percussion track, assign the send to the Gate, and then adjust the Gate parameters so that the percussion track modulates the noise percussively. Fig. 3 shows the track setup.

Figure 3: Track layout used in the audio example.

Tracks 1 and 2 are the mono noise tracks that follow the Chord Track, and feed the Bus. Tracks 4 and 5 both have pre-fader sends to control the Gate, so that for the first 7 measures only the cowbell controls the gate, but at measure 8, a tambourine part also modulates the Gate.

Track 6 has the cowbell and tambourine audio, which is mixed in with the pitched noise, while the folder track has the kick, snare, and hi-hat loops. (The reason for not using post-fader sends on the percussion tracks is so that the tracks controlling the Gate are independent of the audio, which you might want to process differently.)

But Wait…There’s More!

With a longer gate, the sound is almost like the rave organ sound that was so big at the turn of the century. And there are options other than gating, like using X-Trem…or following the Gate with X-Trem. Or draw a periodic automation level waveform for the bus, and use the Transform function to make everything even weirder. In any case, now you have a new, and unusual tool, for percussive accents.

Keyboard Meets Power Chords

Hey keyboard players!

Do you feel kind of left out because of the cool guitar amps that Studio One added in version 4.6? Well, this week’s tip is all about having fun, and bringing power chord mentality to keyboard, courtesy of those State Space amps. Listen to the audio example, and you’ll hear what I’m talking about.


And so you can get started having fun, you don’t even have to learn what’s going on to get that sound you just heard. Download Power Chordz.instrument, drag it into the track column, feed it from your favorite MIDI keyboard, and start playing.

Download here. 

Now, I know some of you prefer just to download a preset and get on with your life, and that’s fine—but for those who want some reverse engineering, here’s what’s under the hood.

Figure 1: The Multi-Instrument is pretty basic—it just bundles a Chorder Note FX and Mai Tai together.

The preset starts with a Multi-Instrument (Fig. 1) that consists of the Chorder Note FX, and Mai Tai synthesizer. The Chorder plays tonic, fifth above, an octave above, octave+fifth above, and two octaves above when you hit a keyboard key—your basic “it’s not major, and it’s not minor” type of power chord.

The Mai Tai uses a super-simple variation on the Init preset. In Fig. 2, anything that’s not relevant is grayed out. Turn off Osc 2, Noise, LFO 1, and LFO 2. There’s no modulation other than pitch bend, and no FX. Envelope 2 and Envelope 3 aren’t used. I set Pitch Bend to 7 semitones to do whammy bar effects, but adjust to taste. Also, you might want to play around with the Quality parameter. I’m allergic to anything called “normal,” so if you are as well, try the 80s, High, and Supreme settings to see if you like one of those better.



Figure 2: The Mai Tai preset uses simple waveforms, which is what you want when feeding amp sims and other distortion-oriented plug-ins.

Look in the instrument’s mixer channel, and you’ll see four Insert effects: Pro EQ, Ampire, Open Air, and Binaural Pan. You can check out their settings by opening them up, but the Ampire settings (Fig. 3) deserve a bit of explanation.

Figure 3: Ampire is using the Dual Amplifier and 4×12 MFB speaker cabinet, but just about any amp and cab has their merits.

The reason for choosing the Dual Amplifier is because it’s really three amps in one, as selected by the Channel knob on the right—I figured you’d appreciate having three separate sounds without having to do anything other than adjust one knob. Try different cabs and amps, but be forewarned—you can really go down an Endless Rabbit Hole of Tone, because there are a lot of great amp and cab sounds in there. I’ll admit that I ended up playing with various permutations and combinations of amps, effects, and cabs for hours.

You can also get creative with the Mai Tai, specifically, the Character controls. I didn’t assign any controls to a Control Panel, or set up modulation because having a pseudo-”whammy” bar pitch wheel was enough to keep me occupied. But, please feel free to come up with your own variations. And of course…post your best stuff on the PreSonus Exchange!


LA Based Singer-Songwriter Talks Studio One: Luke Sital-Singh

Luke Sital-Singh is a British singer-songwriter based in Los Angeles. He sings and writes songs of love, loss, longing, grieving, hope, and basically the whole gamut of the human experience. His voice is haunting and personal… and his lyrics? Profound. With three studio albums, one live album, seven EPs, a ton of singles and a TED Talk in 2018, Luke’s gift is exceptional and rare, and we’re glad he’s sharing it with us.

We connected with Luke on Instagram and immediately became huge fans. What’s made this friendship better is that he’s new to the Studio One family. We took some time to get to know him better and hear how his experience with Studio One has been so far.


Give us some background on yourself. How long have you been making music?

I’m an artist and songwriter from the UK currently based in LA. I released my first EP in 2012 and have been making and releasing music ever since. My latest album came out in 2019, and right now I’m currently working on writing my fourth album whilst trying my hand as a songwriter working with other artists and writers on their projects.

How has the music industry changed since your early days? 

In so many ways but I think the most obvious to me day-to-day at the moment is the impact of social media and keeping your online persona updated every second of the day. It’s a horror show and if I were starting out again today it would be enough to send me running for the hills.

Watch Luke’s TED Talk

Describe the first time you wrote a song? Produced it?

Hmm, I don’t remember details but I can imagine it was an easy, pure, uncomplicated. I most probably thought nothing of it. It was almost definitely a rip off of the Goo Goo Dolls (who were my favs at the time). I never had a lightbulb moment in where I knew I was gonna write songs. It was such a gradual process. I just wanted to give it a try, and I kept trying and trying… and I’m still trying today. 

Who has been a musical influence in your life? 

I would say my eldest brother Matt was the first major musical influence in my life. He introduced me to some cool music when he was a teenager and it was his guitar I stole when I started learning. He was also a bit of a computer geek so he helped me record some early demos and covers in his bedroom. I still have some of those recordings. Truly awful songs! But it got the ball rolling.

Have you ever wanted to give up on music? What keeps you going? 

Yes, many times. It’s often overwhelming and ever-changing. So you once you feel like you get a handle on a way forward, the industry changes and you’re left scrambling around again. Also the pressures of always being on. I always feel guilty when I’m not writing or gigging or posting on social media. It’s hard to find downtime without feeling like you’re losing time and opportunities. Unfortunately and fortunately it still pays all my bills and I’ve got no other life skills to fall back on. Also when it’s good. It’s really good.

So you’re new to Studio One. When did you first hear about Studio One?

I was looking for a change from the DAW I was using. And I started to see a lot more people talking about Studio One online. I found myself watching loads of YouTube videos about the features and reasons why it’s better than the other DAWs. It piqued my interest enough to try a demo and see what I thought of it myself.

What features are you most impressed with? 

As a jobbing artist, the price was pretty compelling, for one thing. Perhaps that sounds a little unexciting, but it matters for people like me. I don’t have tons of cash to drop on all this software whenever I want. 

I’m still learning Studio One, but I’m finding it a lot faster than what I’ve used before. The drag and drop functionality is so great. In general, and incoming from another DAW, I’m just finding it more intuitive. Studio One is faster and compliments the workflow habits I’ve developed using other software. As I use it more I’m excited to see how my workflow develops around Studio One’s unique functionally. As of now, I’ve only produced a handful of tracks using it and I’m loving it and I’m excited to keep learning.

I also find the chord track functionality brilliant for songwriting and trying out ideas I would never think of on the guitar. 

How easy/difficult was Studio One to learn?

Very easy. I especially found that the ability to map the keyboard shortcuts to match other DAWs made it so much faster to get up and running. Now I’m slowly transitioning to the Studio One keyboard shortcuts.

Where do you go for support?

I haven’t had to yet! Knocks on wood…  

Any other thoughts on Studio One or PreSonus gear?

I just think PreSonus is great! For whatever reason, it’s not the sexiest name in music gear but it should be. I feel like I wish I’d tried Studio One years ago. I find I go into sessions with other people these days and tell them I use Studio One and they turn their nose up. When I tell them the kind of functionality it offers, everyone is impressed and surprised. It’s one of those unfortunate things about the music recording culture and I suppose just general culture when it comes to brands etc. People like the cool stuff even if it’s actually no better or perhaps it’s worse than lesser-known brands. I hope more people start to see how great Studio One is and PreSonus in general!

Recent projects? What’s next for you?

I’ve got a new EP dropping in April, a few tracks are available online. Also, I’m going on tour in Europe and the UK in April/May and I’m hoping to play some more shows around the US later this year. Other than that I’m busy writing my next record and working with other artists as a songwriting collaborator.

Check out Luke’s Tour Dates

Follow Luke on Instagram here

Subscribe to Luke’s YouTube here

Stream Luke’s Music

Watch Luke’s TED Talk!


Join the Studio One family today! 

Using 3rd-Party Cabs with Ampire XT

There’s an old joke about guitarists:

“How many guitars does a guitar player need?”

“Just one more!”

…and sometimes I feel the same way about amp sims, because all of them are different. Ampire XT benefits from PreSonus’s “State Space” technology, and if you have no other amp sims, its collection of amps has pretty much all the essentials.

What’s more, you can load thrid-party cabinet impulse responses (IRs) that re-create the sound of various cabinets, mics, and mic positions. These go into the User Cabinet, whose unique feature compared to typical IR loaders is being able to load individual IRs for the three mics.

But you can take impulses even further by turning off an amp’s cabinet altogether, and following Ampire XT with the Open Air convolution processor.  Although most people probably think of Open Air as a way to create a variety of reverb and other space-based effects, it’s also a flexible impulse response loader that plays nice with cabinet impulses.

There are many free cabinet impulses on the web to get you started. Admittedly, the sound quality varies—some are fine, some aren’t, but there’s also a middle ground where tweaking the Open Air controls can give the sound you want. is a popular source for free impulses (click on the Free tab), but there are many other companies that offer free samples, or sell impulses commercially.

The Setup

Create an FX Chain with Ampire XT followed by Open Air. The Impulse Responses are only for cabinets, so set up Ampire XT’s amp and effects however you want, but turn off the cabinet section (Fig. 1).

Figure 1: Click the cabinet bypass button (middle left, outlined in white) and the cabinet field will show None (upper right, outlined in white).


Follow Ampire XT with the Open Air, and start with its Default preset. Drag an impulse into the Open Air waveform display window (or click on the impulse name field to open the file selector, and then navigate to the impulse you want). Turn Mix to 100% so that you hear only the cabinet output, and none of the pre-cabinet amp sound (Fig. 2).

Figure 2: Make sure you set the Open Air Mix control to 100%, so that you don’t hear the pre-cabinet amp sound.

 Tweaking the Tone

The Kalthallen impulse shown in the screenshot above didn’t need tweaking to sound good, but you’ll find that with a lot of the free impulse responses, you’ll need to tweak the Gain and Frequency controls. Often the main problem is a “thin” sound and Fig. 3 shows some tweaks that help remedy this issue—pull back on the highs, and boost the low end for a bigger, beefier tone.


Figure 3: These EQ settings can help tame free impulse responses that sound too thin.

But the most dramatic tweaks come by enabling Shorten with Stretch and Stretch with Pitch, then varying the Length control. This can produce sounds that are similar to different mikings, or even cab sounds you’ve never heard before. The Predelay, ER/LR-Xover, and ER/LR controls can also affect the sound, although the differences aren’t as dramatic as stretching with the Length control.

Finally, although it’s great to have options, you don’t want to suffer from option overload (“maybe trying just one more impulse will give the sound I want…”). If you download a bunch of impulses, create a folder of favorites in a place where it’s easy to open it up, and drag-and-drop impulses into Open Air. If you find one you really like, save it as an Open Air preset for future use.

How to Save CPU Power with Amp Sims

You’ll often see this kind of comment in forums: “There must be something wrong with Studio One! I can run only a couple amp sim instances before the program can’t handle any more!” But you’ll also see this comment about other DAWs—because the “problem” isn’t the DAW, it’s the amp sims and current computer technology. Fortunately, Studio One has anticipated these issues, and offers three effective solutions.

Remember, an amp sim is processing a dry guitar track in real time—not playing back processed audio. Amp sim sound quality has improved dramatically over the past few years, but the trade-off is the CPU power needed to do the serious number-crunching required for realistic amp sounds. Studio One’s CPU-saving options are great with virtual instruments, which can sometimes suck even more power than amp sims—but guitar players who are discovering the fun of amp sims need to know about these options, too.

The Old-School Fix

Although some people recommend the general-purpose, old-school fix of increasing latency to reduce stress on your CPU, that makes playing guitar much less fun. Another solution is to buy a much faster computer. Studio One’s solutions work at lower latencies, as well as older, slower computers.

Solution 1: Bounce to New Track

Select one or more Events. Right-click on any of them, and choose Event > Bounce to New Track (Fig. 1). This creates a new audio track that incorporates the sound created by the original track’s processing, but without any inserted plug-ins—the sound is “baked into” the new audio track. Audio tracks require far less CPU power than a track whose effects are being created in real time. Bouncing leaves the original track in place but mutes it, so you can unmute it to return to the original track’s audio and effects if needed.



Figure 1: If you use Bounce to Track (outlined in white) as much as I do, it will show up in the Recent Items section of your right-click context menu.

To conserve the CPU used by the original track’s effect(s), either turn off power to the effect(s), or right-click on the original track in the track column and choose Disable Track. To return the track to its initial status, right-click on the track in the Track column, and choose Enable Track.

Note that when signing off on a project, this is also an excellent way to “future-proof” the project against future operating system (or other) changes that may render a plug-in unusable. If the sound has been preserved as an audio file, you’ll at least be able to open the processed sound.

Solution 2: Transform to Rendered Audio

Right-click on the track in the Track column, or choose Track > Transform, and then choose Transform to Rendered Audio. This renders the effect sound so that it becomes part of the existing audio track. Unlike bouncing, this operation doesn’t create a new track, and it automatically disconnects the effect from the CPU to save power.

When you choose Transform to Rendered Audio, a dialog box appears with two options (Fig. 2).

Figure 2: The Transform to Rendered Audio dialog box.

You can always undo if you change your mind, but Preserve Realtime State (which I highly recommend checking) preserves the original, real-time state so you can always return to the original track settings and effects. Preserve Realtime State also persists through saves and copies. To return to the original track, right-click on the track in the Track column, or choose Track > Transform, and then choose Transform to Realtime Audio.

The second dialog box option renders any effects tail, such as a long trail of echoes or delay, that extends past the length of the existing Events. You can choose Auto Tail, where Studio One detects how long the tail lasts and renders according, or specify a fixed tail of a particular length. (A fine point: Studio One fades out the Event over the tail’s duration, but it’s an editable envelope.)

Render Event FX

Event FX, as accessed through an Event’s Inspector, are invaluable. With Ampire XT (and many other amp sims), you can’t automate amp or cabinet changes—only parameters within amps and cabinets. So, if the verse’s guitar part is one Event and the chorus’s guitar part is a different Event, each can have its own amp sim sound.



Figure 3: Here, Ampire XT is an Event FX, and can be rendered to save CPU power. Note that you can also choose different amps and cabinets, see a tuner thumbnail, and turn the Stomps section on or off.

The trade-off is that more amp sims draw more CPU power. Fortunately, Event FX have a Render button (Fig. 3). Immediately upon rendering, the sound becomes part of the audio, the effect itself disconnects from the CPU, and the Render button changes to Restore. Similarly to transforming an audio track, you can revert to the original state at any time by clicking Restore.

Multiple Renders in One Operation

Suppose a track has two Events, each with their own Ampire XT inserted via an Event FX, and there’s a CPU-hungry reverb processing the entire track. If you apply Transform to Rendered Audio to the track, it will Render the Event FX and the Track effect automatically. But if you then need to make changes and transform the Track back to realtime audio, the Track and Event FX will be restored to their initial states.

Bounce to New Track with both Events selected will produce the same results in the bounced track, i.e., all the effects will be rendered. If you want to return from where you started, delete the bounced Track, and unmute the two Events in the original Track (which will still have its effects inserted).

Once you bounce or transform tracks and reclaim all that CPU power, you can continue going cRazY with amp sims—without stressing out your computer, or Studio One.

Komplete Kontrol Integration, Part 3: Controlling Non-NKS Plug-Ins

Our prep work is in order: in part 1 we integrated the Komplete keyboard as a DAW navigation control surface, and in part 2, explored how to create general-purpose MIDI control surface templates. In the thrilling conclusion of this trilogy (soon to be a major motion picture!), we’ll now find out how to control non-NKS instruments and effects, running within Studio One, from the Komplete keyboard hardware control surface.


Because we’ll be mapping hardware controls to software parameters, it’s important to understand the difference between Studio One’s Focus and Global control mapping functions. When you program a controller in Global mode, it affects aspects common to all songs, like faders, pan, etc. In Focus mode, you program a controller for a specific instrument or effect. Focus mode has two wonderful attributes: You can program different settings on the same instrument or effect in the same project, and Studio One remembers this assignment for other songs. For example, I made a Komplete keyboard Mojito template so whenever I call up Mojito in any song or any instance in a single song, it has a hardware control surface.

To choose Focus mode (Fig. 1), click the gear button toward an instrument or effect’s upper right. From the drop-down menu to the right of the gear symbol, choose MIDI-OX (the MIDI utility we installed back in Part 1 of the series because it lets the Komplete keyboard talk to non-NKS plug-ins). You’ll also need to choose Focus mode for an instrument or effect when you want to use a previously created template.

Figure 1: The Gear button (circled in white, upper right) opens the Focus mode Control Link functionality (outlined in white rectangle).

After entering Focus mapping mode, parameter and Control fields appear between the header and plug-in. This is where we do our hardware-control-to-parameter Control Link assignments. To complete a Control Link assignment, click on the arrow that points from a control to a parameter. This causes the arrow to flash yellow in Focus mode, or blue in Global mode.

Okay, let’s return to creating our control surface. To start with a clean slate, close MIDI-OX and Studio One if open, and turn off the Komplete Kontrol keyboard.

  1. Turn on the Komplete Kontrol keyboard. After it “boots,” open MIDI-OX, and verify that it shows the correct MIDI devices (see Fig. 1 in Part 2). Leave MIDI-OX open, although it can be minimized.
  2. Open the Komplete Kontrol stand-alone application. Click the application’s MIDI button in the upper-right corner, verify that you’ve chosen the desired template, and then click the MIDI button again to de-select the MIDI mode.
  3. Open Studio One, and Create a new song. Press the Komplete keyboard’s MIDI button so that it’s lit brightly (if it isn’t already).
  4. Click on Studio One’s Mix tab, and then on the External button toward the left. A column with External Devices appears.
  5. Click the MIDI-OX arrow under External Devices. Choose Setup, and verify that it’s sending to and receiving from the correct Komplete Kontrol ports, as described in Part 2 (Receive From = Komplete Kontrol -1, Send To = Komplete Kontrol Ext-1). Click OK.
  6. Now click on the MIDI-OX arrow again, and choose Edit. Click MIDI Learn, and prepare for an orgy of knob twiddling.
  7. Turn your attention to the Komplete Kontrol keyboard, whose MIDI button should be brightly lit. Choose the control surface’s Page 1 with the left/right arrow buttons (if it isn’t already selected; check the keyboard’s right display, in the lower right, to confirm that it shows 1/4).
  8. Turn all 8 keyboard knobs, below the display. Studio One’s External Devices window will sprout 8 controls. Widen the External Devices window so the 8 take up exactly one row, then choose page 2 with the keyboard’s right arrow button. Again, turn all 8 controls.
  9. Similarly, choose page 3 and turn all 8 controls, then page 4. You’re now populating the External Devices window with all the available controls.
  10. Similarly, do the same for the four pages of switches.
  11. Fig. 2 shows our masterpiece of total control. The Komplete keyboard’s controls, switches, and pages are now recognized as a control surface for Studio One.

Figure 2: Studio One now recognizes the Komplete keyboard controls and switches as a control surface.

  1. While in MIDI Learn mode, you can change the control graphic to (for example) a switch instead of a knob. To do so, click on the arrow in the CC label below the knob, and choose the desired graphic.
  2. After setting up the control surface, turn off MIDI Learn (so you don’t brush up against a control and change something accidentally).
  3. We’ll use Mojito as an example. Bring Mojito into an Instrument track, and strategize what control layout would be best for each page. Fig. 3 shows what I chose; in the labels, the first number is the page, the second the physical control or switch.

Figure 3. Komplete keyboard hardware assignments for Mojito.

  1. Next, use Control Link to link the control surface knobs with the Mojito parameters. With Mojito in Focus mode as described above, move Control 1 on the keyboard or the external devices page, click on (or move) the Mojito Pitch control, and then click on the Arrow between them. The arrow turns yellow to confirm the link. Proceed similarly through all the controls and switches until they’re all assigned. (It’s a little complicated with the LFO Speed, because when you switch between the two LFO Sync options, you would actually need two knobs – one to vary frequency, the other to vary beats. I figured I’d use beats 99% of the time, so I used the hardware to control the LFO when in beats mode. For frequency, you can use your mouse to move the knob, or program a couple of the spare knobs that will be available on page 4.)
  2. After programming your knobs, return to the Komplete Kontrol stand-alone app, click the MIDI button, and label the template’s knobs (Fig. 4). Now, when you choose the template, the knobs on the Komplete keyboard will show the parameters they affect. Done!

Figure 4: Labeling the template’s controls adds labels to the keyboard’s control surface.

After creating these templates, you won’t want to lose them—which you will if your hard drive crashes. Or maybe you’re going to do a re-install, or want your templates on a different computer. For more information, a helpful document on the NI web site tells where to find the Komplete Kontrol MK2 settings.dat file so you can copy it, or back it up.


If you have multiple templates and want to switch among them to control various instruments and effects while you work in a song, here’s the procedure.

  1. Make sure the stand-alone Komplete Kontrol application is open (a Komplete Kontrol instrument can be open at the same time in Studio One, there will be no conflicts).
  2. Enable the stand-alone Komplete Kontrol application’s MIDI button, choose the template, and then disable the MIDI button. (I usually minimize the Komplete Kontrol app after this, but it’s not necessary.)
  3. Open the instrument or track you want to tweak, and press the keyboard’s MIDI button to enable communication. The keyboard’s MIDI button must be shining brightly to control instruments or effects in Studio One.

You can switch between controlling an instrument loaded in Komplete Kontrol, and a Studio One instrument that uses the currently selected template. This is pretty much automatic; when you select a track with Komplete Kontrol, the PLUG-IN button toward the keyboard’s upper right lights. When you select a non-NKS track, the MIDI button lights. However, you do need to change templates if you switch to an instrument or effect that doesn’t use the currently selected template.

Note that when you want to use the Komplete keyboard as a hardware controller, or to test your programming, the stand-alone app’s MIDI button must be turned off. Then you can press the keyboard’s MIDI button to communicate with the instrument or effect.


If you’re tweaking one parameter at a time, arguably just grabbing the mouse, clicking on a parameter, and dragging is easier. But where hardware control really comes into its own is being able to adjust multiple parameters at the same time, like varying filter gain and frequency, envelope parameters, or compressor controls that interact, like threshold and ratio.

Also note that knobs can control drop-down menus. For example, in the Pro EQ, you can choose the LC and HC slopes, or the LF and HF filter types, with knobs. Another trick is redundancy. With my Pro EQ template, the filter parameters are spread over different pages. However, the 7 active/bypass switches for the filter stages are available on every page. That way, no matter which filter stage I’m adjusting, it’s possible to bypass or enable any other stage for diagnostic or comparative purposes.

Yes, it takes a bit of effort to program templates for everything you might want to control. While this may seem arduous at first, you need to create a template only once (although of course you can edit it if needed). After a while it becomes second-nature to switch over to the Komplete Kontrol stand-alone application, choose the desired template, minimize Komplete Kontrol, and carry on tweaking parameters. And, a particularly outstanding feature is that you don’t need to switch templates when controlling the same plug-in. A good use case is adjusting EQ during the mixing process. Call up your Pro EQ template, and it can apply to whichever EQ you select.

So now we can use the Komplete keyboard’s control surface not only to tweak NKS-format plug-ins, but virtually any plug-ins from any manufacturer—it even works with prehistoric wrapped DX and DXi plug-ins. Pretty cool!