BF BeatForge Try free · €39

Documentation · v5.0.4

BeatForge manual.

Everything from first launch to per-step parameter locks. Each section expands — or use Cmd/Ctrl + F to search the whole page.

1. Installation & Setup

BeatForge comes as a Standalone App and as VST3, AU (Mac only), AAX and CLAP plugins. The installer puts every part where your DAW looks for it.

Installation

  • What you need: macOS 11 or later on Apple Silicon or Intel, or 64-bit Windows 10 or later.
  • macOS: Open the .dmg. It holds one file, Install BeatForge.pkg: double-click it and follow the steps. On the list of parts, untick anything you don’t want: Standalone App (goes into your Applications folder), VST3 Plug-In, Audio Unit Plug-In (Logic Pro, GarageBand), AAX Plug-In (Pro Tools) and CLAP Plug-In. All of them start ticked, and BeatForge’s shared data installs by itself. There is no app to drag to Applications.
  • Windows: Run the .msi installer and choose what to install: Standalone, VST3, AAX or CLAP. The VST3 goes into C:\Program Files\Common Files\VST3, where your DAW looks for it. The Windows standalone app works with ASIO drivers (see Standalone App).
  • Where the Mac plugins go: /Library/Audio/Plug-Ins/VST3, /Library/Audio/Plug-Ins/Components (AU), /Library/Audio/Plug-Ins/CLAP, and for AAX /Library/Application Support/Avid/Audio/Plug-Ins.
  • Your DAW doesn’t list BeatForge? Let it rescan its plug-ins, or restart it once after installing.

Activation

The first time BeatForge opens, it shows the licence screen: a Start Trial button, a box labelled Enter activation code and an Activate button.

  • Free Trial: Click Start Trial for 14 days with every feature unlocked. Starting the trial needs the internet once. Offline, BeatForge says so and suggests asking beatforgehelp@gmail.com for an extension code (see When the Trial Runs Out).
  • One trial per computer: the trial is registered on beatforge.nl for this computer, so reinstalling BeatForge or deleting its files does not start a new one. The standalone app and all the plugins share the same trial.
  • During the trial: BeatForge opens on this screen with Trial active - Days left: N. Click Continue Trial to go in.
  • Purchase: On beatforge.nl, click Buy €39 or Buy BeatForge. Your licence key arrives by email from Lemon Squeezy, the shop that handles the payment. There is no buy button inside BeatForge. The licence is perpetual, and updates are free.
  • Unlock: Paste the key into Enter activation code and click Activate. The computer must be online for this, once. BeatForge then opens, and the licence never needs the internet on that computer again.
  • If it doesn’t work: the screen says why: the key is not valid (check that you copied the whole key from your purchase email), it belongs to another product, it has been disabled, or it is already active on the maximum number of computers. Without a connection you see Activation needs an internet connection once. Please connect and try again.
  • How many computers: under the current policy, one key works on up to five computers. Activating another one frees the computer that was activated longest ago, by itself. A key can make up to three such moves in any twelve months, and deactivating a computer yourself counts as one (see Your Licence). Past that, write to beatforgehelp@gmail.com.

When the Trial Runs Out

After 14 days the licence screen reads: Trial has expired. Please purchase to continue. Online, press Check Again for an extension; offline, enter an extension code.

  • Check Again asks beatforge.nl whether you have been given more time. If you have, BeatForge opens.
  • Ask for more time (only shown on an expired trial) opens a small form: Not ready to buy yet? Tell me what would convince you, and I can give you more time. The message is optional; your email address is required, and it is used for nothing else. Click Send request and you see Sent - thank you…. Once your trial has been extended, click Check Again. If you send again too soon, BeatForge tells you your request was already sent.
  • A computer that is never online: the screen shows Trial ID: … - send this to beatforgehelp@gmail.com if you need more time. Click Copy ID and mail the ID. Paste the code you get back into Enter extension code and click Apply code. The screen then says Trial extended until and the date, and Continue Trial opens BeatForge. A code works once, and only on the computer whose Trial ID it was made for. This also works on a computer that never started a trial.
  • Clock set back? If the computer’s date is more than two days earlier than BeatForge last saw, the screen asks you to correct the clock (Please correct your computer’s clock…) and the button reads Retry. Set the right date, then click Retry.

Your Licence

Click the BeatForge logo at the top left and choose Licence... to see this computer’s licence:

  • Status: for example Licensed on this computer (key ...1234), with the last four characters of your key, or Trial - N days left.
  • Trial ID: this computer’s code, with a Copy button. It is the same code the trial screen shows (before 5.0.4 this panel called it Machine ID); add it when you write to support.
  • Deactivate this computer frees this computer, so your key can go on another one. It needs the internet, it counts as one of the key’s three moves in twelve months, and BeatForge then goes back to the activation screen. It works where the key was entered in BeatForge 5.0.2 or later. During the trial, and on a computer activated with an older version, the button is greyed out, and the note under it says Deactivation is available for activations made with BeatForge 5.0.2 or later. To free an older activation, or when BeatForge asks you to write in, mail beatforgehelp@gmail.com.
  • Updating from 5.0.1 or older: computers you activated before carry over by themselves. The first time a newer BeatForge opens, it checks once with beatforge.nl (Checking this computer’s licence with beatforge.nl...) and opens. Some computers are asked instead: Please confirm your licence key once: enter it below and press Activate. Days left: N. Paste the same key from your purchase email and click Activate while online. Until then, Continue opens BeatForge as usual; once those days run out, BeatForge waits on this screen for the key. A computer that is never online keeps working as before.
2. Quick Start

New to BeatForge, or to drum machines? Start here: your first beat in a minute, how to start and stop it, and how to take a mistake back.

Your First Beat

  1. Start clean. A new BeatForge opens with one track playing the Eight-O Kick: one bar of 4/4, every step off. To get back to this later, click File (above the track list) > New Song. It replaces what is open without asking, so save first.
  2. Place the kicks. The track’s row has 16 step buttons, one per sixteenth note, in four groups of four. The buttons carry no numbers, so count: click the first button of each group, which are steps 1, 5, 9 and 13. Each one lights up.
  3. Press play in your DAW (in the standalone app: the play button at the top left, or the spacebar). You hear four kicks on the beat.
  4. Add a snare. Click + under the last track. The new track arrives with the next voice of the kit, the Eight-O Snare. Click the first button of its second and of its fourth group (steps 5 and 13) for a backbeat.
  5. Keep going. Every + brings the next voice of the kit you last picked from: Closed Hat, Open Hat, Cymbal and so on. To put a whole kit on your tracks at once, open the song box above the track list (while no song is open, it reads Load Song) and pick a kit under LOAD KIT (see Loading Kits).

Hearing nothing? The button at the left end of the strip above the steps must read SEQ ON, and the track’s M (mute) must be off. In the standalone app, also check Options > Audio/MIDI Settings...: your audio output must be chosen there, and a buffer of 256 or 512 samples is a safe choice (see Standalone App).

Starting and Stopping

  • In a DAW there is no play button inside BeatForge. It plays when your DAW plays, at the DAW’s tempo and position, and stops with it.
  • In the standalone app, use Play/Pause and Stop at the top left of the Sequencer view, with the BPM slider (20–300) beside them, or press the Space bar to play and pause (see Standalone App).
  • SEQ ON / SEQ OFF is not play and stop. SEQ OFF silences BeatForge’s own pattern (the pattern is kept and its playhead freezes), so BeatForge plays only the MIDI notes your DAW sends it. It is meant for after you have dragged the pattern into your DAW as MIDI, so the notes don’t play twice (see Export).
  • Want a DAW clip to start and switch patterns? Use TRIG in the Patterns panel (see TRIG).

Undo and Redo

  • Undo: Cmd + Z (Mac) / Ctrl + Z (Windows). Redo: Cmd + Y or Cmd + Shift + Z (Mac) / Ctrl + Y or Ctrl + Shift + Z (Windows). There is no undo button on screen.
  • Click inside BeatForge first, so it has the keyboard. Otherwise your DAW gets the keys and undoes its own last action instead. Some DAWs keep keys for themselves: in REAPER, enable Send all keyboard input to plug-in in the FX window.
  • What undo covers: switching steps on and off, accents (also on the ACCENT row), chance, rolls, flams, edit-group assignments, parameter locks (set with a knob or drawn in the lane), Gen fills and rotations, bar length, repeats, time signature and pasted bars, pitch-pattern edits, loading a sample, kit or engine, slicing a sample with SLC, and adding, deleting, pasting, duplicating or reordering tracks.
  • Knob moves (5.0.4): one move is one undo step: a drag, a typed value, a reset, or a quick run of mouse-wheel turns on one knob. The undo puts the old value back into the edit group it was changed in, whichever group you are on when you press the keys, and a Shift-drag that set all 32 groups is undone in all 32. This goes for the Mixer’s faders and pans and for the compressors too, including their A / B and PASTE. The ANALOG switch on the ADSR tab is one undo step per click.
  • Deleted a track by accident? Delete or Backspace deletes the selected track(s), and Cmd/Ctrl + Z brings them back with all their steps.
  • Not undo steps: copying or clearing a pattern slot, editing the song chain, link groups, hits recorded live, changes made with the Donk and Kitchen Sink < > arrows or in their VOICE and SINK panels, and knob moves made by your DAW’s automation or by a MIDI-learned controller. Load Song and New Song start a fresh undo history.

Next, read Tracks and Basic Sequencing.

3. The Three Views

Switch pages with the Sequencer, Mixer and Slicer buttons in the middle of the top bar:

  • Sequencer: The main hub: the track list, the step grid and each track’s knob panel. The panel has ten tabs: Time, ADSR, FX, EQ, Filter, Synth, Gen, Delay, Reverb and Flams. Clicking a tab switches every track’s panel at once, and the caption over the knobs names the tab and the edit group the knobs write to, for example FX - GROUP 1. There is no Mix tab: each track row has its own VOLUME and PAN knobs and its S (solo), M (mute) and Ø (phase invert) buttons.
  • Mixer: One channel strip per track, plus the master section with the compressor, the amp and the reverb send (see Mixer, Inserts & Sends). The Mixer’s fader and pan sit after each track’s own VOLUME and PAN knobs.
  • Slicer: The editor for a sample’s slices: markers, Sensitivity and Stretch (see Slicing Audio Files).

Also in the top bar: the BeatForge logo on the left (themes, licence and more, see The Logo Menu), and on the right the MASTER level and the MIDI button for your MIDI mappings. The song box and the File button sit above the track list.

The Dock Bar

The bar along the bottom edge shows and hides parts of the Sequencer page:

  • Steps and Controls show or hide the step grid and the knob panel.
  • Keys and Pads share one band, so opening one closes the other.
  • LFOs opens the LFO editor, Lane the parameter-lock lane under the steps (it needs Steps showing), and Patterns the pattern bank.

Two small icons beside a sample’s waveform, Grid and Snap (the magnet), show the beat grid over the waveform and make the edges you drag there snap to it.

BeatForge remembers the window size, the open docks, the page and tab you were on, and Grid and Snap, for every project and every new instance. They belong to BeatForge, not to the song.

4. Loading Sounds & Smart Import

The Sound Box: Choosing a Track’s Sound

Every track has one sound box next to its name. On an empty track it reads Load Sound... — click it and choose what the track plays:

  • Load File... — browse for a WAV, AIFF, FLAC, MP3, OGG, REX or SFZ file.
  • Synths, Eight-O, Nine-O, Six-O, Specials and Legacy — the drum voices and synth engines (all listed under Drum Synth Engines).
  • Samples - folder — the audio, REX and SFZ files in the folder of the track’s own sample, or else in the folder you last loaded from.
  • No mode switch: picking an engine makes the track a synth track, and the box then shows the engine’s name in gold. Picking a file makes it a sample or REX track.
  • The < > arrows beside the box step to the previous or next engine on a synth track, or to the previous or next file in the folder on a sample track — the quickest way to audition sounds.
  • The whole track: an engine you pick goes to all 32 edit groups of the track. The knobs keep their positions, so a knob you moved on the old engine is still moved on the new one — Cmd/Ctrl + Click a knob to put it back to its centre. The Six-O mod knobs are the one exception (see Switching engines under Six-O Mods).
  • Undo: Cmd/Ctrl + Z takes an engine pick back.

Try this: let the pattern play on an Eight-O Kick track and click > a few times — you hear the next Eight-O voices one by one.

Drag & Drop and Tempo Detection

BeatForge uses the Beat This! AI model to find a sample’s tempo as soon as you load it.

  • Drag & Drop: drop a WAV, AIFF/AIF, FLAC, MP3, OGG, REX (.rx2, .rex, .rcy) or SFZ file onto a track to replace its sound, or onto the empty space below the last track to make a new track. If you drag several files at once, only the first one loads. The track takes the file’s name, unless you gave the track a name yourself.
  • Auto-Sync: BeatForge detects a loop’s BPM automatically. Short one-shots are recognised as having no tempo and simply play as they are.
    • Played unsliced, a loop follows your project tempo. By default it speeds up or slows down like a record, so its pitch moves with the tempo. To keep its pitch, right-click the PITCH knob on the FX tab and choose Time Stretch.
    • If you slice the loop, the sequencer triggers each slice at the right moment instead, so your transients stay crisp without stretching artifacts. One click on the SLC switch slices it (see Slicing Audio Files).
  • Manual Correction: if the detected BPM is wrong, double-click the BPM number under the waveform and type the right tempo. You can also hold Shift and drag a grid line on the waveform to fine-tune it.
  • SFZ files: an .sfz dropped onto a track is read as one sliced loop — its audio file and its slice points. To turn an .sfz drum kit into a set of tracks, use Import SFZ Kit... (next section).

Loading Kits and Grooves

The song box above the track list, next to the File button, also loads whole kits. (While no song is open it reads Load Song, or Load Song... when BeatForge’s own songs folder holds songs.) Its LOAD KIT part holds:

  • Eight-O Kit, Nine-O Kit, Six-O Kit: put that whole kit on your tracks, kick first.
    • Tracks that held only an engine are switched in place, so their steps and knob settings stay.
    • Tracks with a sample, a REX, a random-sample folder or MIDI out are set aside — hidden, not deleted. A shorter kit also sets aside the leftover engine tracks: the 11-voice Nine-O loaded over the 16-voice Eight-O leaves 11 tracks.
    • One Cmd/Ctrl + Z brings everything back. A kit never goes past 64 tracks.
    • The kit’s tracks answer the General MIDI drum notes (listed with each kit under Drum Synth Engines), and the kit becomes the one the + button takes its next voice from.
  • Kitchen Sink Kit: adds six tracks and leaves your other tracks alone: Pitch Drop Kick, Noise Snare, Disco Tom, Laser Zap, Robot Blips and Wobble Tom (see Kitchen Sink).
  • Import SFZ Kit...: turns an .sfz drum kit you own into tracks — one sound per track, in drum-machine order (kick, snare, hats, toms, then the rest), up to 16 sounds. Import SFZ Kit (all sounds)... takes every sound. The tracks are placed the same way as with LOAD KIT.
  • Import MIDI Groove...: puts a General MIDI drum file on the tracks that answer its notes, replacing their steps.
    • It keeps the feel: pushed and pulled hits (as NUDGE locks), flams and 32nd-note ratchets. The SWING of those tracks is set to 50 %, because the file carries its own.
    • Hard hits (about velocity 110 and up) become accents; soft ghost notes become VOLUME locks.
    • Any time signature works: every hit keeps its time on BeatForge’s grid of four-beat bars, so only the bar numbers differ from the score.
    • A file longer than 64 bars is cut into patterns 1, 2, 3... and chained, with SONG switched on. Undo then restores only the live pattern.
    • A note no track answers gets a new track with the right kit voice. GM sounds no drum machine has (a tambourine, a ride bell) are played by the closest voice.
    • If the file has a drum channel (channel 10), only that channel is read. In the standalone app the file’s tempo becomes the tempo.
    • A summary shows what came in and names every stand-in voice.

The SONG part of the same box lists the songs in the open song’s folder (with no song open, BeatForge’s own songs folder).

Try this: choose LOAD KIT > Nine-O Kit, then Import MIDI Groove... with a General MIDI drum loop from your DAW’s library, and press play.

5. Sequencing, Edit Groups & Parameter Locks

Create evolving patterns using Edit Groups, P-Locks, and probability.

Tracks

Each row is one track: one sound with its own steps. A song holds up to 64 tracks.

  • Add: click + under the last track, or double-click the empty space below the tracks. The new track arrives with the next voice of the kit you last picked from — on a new song the Eight-O Snare, then the Closed Hat, and so on.
  • Select: click a track’s name (or its number). Shift + Click more names to select several: step clicks, accents, M, S and the track menu then act on all of them. Clicking a pad in the Pads dock also selects that pad’s track and scrolls the list to it.
  • Rename: double-click the name. Loading a sample or REX file names the track after the file, unless you have named it yourself.
  • Reorder: drag the track up or down by its number, at the far left of its header.
  • Hit light: the small dot in front of the name flashes on every hit. The flash follows the tempo, so even fast hats still blink.
  • Keys: Delete or Backspace deletes the selected track(s). Cmd/Ctrl + C copies them, and Cmd/Ctrl + V pastes the copies as new tracks.

Right-Click a track’s name for the track menu:

  • Copy Track / Paste Track: Paste adds the copied track(s) as new tracks.
  • Duplicate Track: a full copy in one click — sound, steps, accents, rolls and locks — on a new track. Your copy clipboard is left alone.
  • Delete Track
  • Group Rows: one row per edit group (see Group Rows).
  • Bar: Copy Bar, Paste Bar and Clear Hit Chances (see Bars and Rolls, Chance and Flams).
  • Grid: 16 steps or 8T (12 steps) per bar.
  • Mute Group: None or 1–8 (see Mute, Solo and Chokes).
  • Voice Mode: Hardware (mono) or Studio (poly), shown only for circuit drum voices and Kitchen Sink (see Voice Mode).
  • Special Modes:
    • Random Sample/Slice: on a sample track, every hit plays a random sound from the folder the track’s sample is in, never the same one twice in a row. BeatForge loads every sound in that folder, so pick a folder that isn’t huge. On a sliced or REX track every hit picks a random slice instead (see Working With Slices).
    • Synth Roll Mode (for a track with a sample): every key or MIDI note restarts the sample again and again at the note’s frequency, for as long as you hold it, so the sample becomes a buzzing tone at that pitch. It has nothing to do with step Rolls.
    • REX Slice Mode: switches a track that still holds a REX loop back to playing it, for example after you picked an engine on it.
  • Delete Sample: empties a sample or REX track. Its steps stay.

Mute, Solo and Chokes

  • M and S: every track has M (mute) and S (solo) at the right of its header. With several tracks selected, clicking M or S on one of them switches them all.
  • No clicks: muting, unmuting or soloing while the song plays fades the track over 5 ms. A hit that would start inside that fade-out doesn’t sound, and unmuting while a sound is still ringing brings its tail back.
  • Muted means not played: a muted track, or one silenced by another track’s solo, also leaves the kit’s shared circuits alone. A muted open hat no longer changes the closed hat, and a muted closed hat no longer cuts the open hat you hear.
  • MIDI-learned M and S buttons act on the selected track, whichever track you learned them on, and land right on time.
  • Chokes: right-click a track’s name > Mute Group > 1–8 (None switches it off). A hit on one track of a group cuts whatever the other tracks of that group are still playing — for example a closed-hat sample cutting an open-hat sample, or two crashes that should never ring together.
  • Kit hi-hats need no mute group: on the Eight-O, Nine-O and Six-O kits the closed hat already cuts the open hat by itself, through the modelled circuit, as on the machines (see Kit Notes).

Basic Sequencing

  • Steps: click a step to switch it on or off; drag across steps to paint. The step buttons carry no numbers: every bar has its own row of them, in groups of four (16 steps in a 4/4 bar), and the ruler above shows the bar numbers. Scroll sideways, or click a bar number on the ruler, to reach the other bars.
  • Select Steps: Shift + Click (or Shift-drag) selects steps for parameter locks. A step in a link group selects its whole link group. Shift + Click a selected step again to deselect it.
  • Accent: Ctrl + Click toggles a step’s accent. That is the Control key on the Mac too, not Cmd — so on a Mac, open menus with a real right-click (or a two-finger click on a trackpad), not with Control-click.
  • Mouse Wheel over a Step: the plain wheel scrolls the window. Shift + Wheel changes the step’s edit group, Cmd/Ctrl + Wheel its roll count, Option/Alt + Wheel its chance, in 5 % steps, and Cmd + Option + Wheel (Mac) / Ctrl + Alt + Wheel (Windows) its flam.
  • Flams: Cmd + Option + Click (Mac) / Ctrl + Alt + Click (Windows) a step to go through Flam, Flam 909, Drag, Bounce and back to none (see Flams).
  • Grid Size: right-click the track’s name > Grid > 16 steps or 8T (12 steps), for eighth-note triplets.
  • Polymeters (4.9.2): every track can have its own length. Drag the end of a track’s row — shorter than the bar, or past it without adding bars — or Option/Alt + Click a step to end the row after it; the same click on that step removes the end again. The track then loops at its own length against the others: a 3-step hat over a 4/4 kick, a 23-step cycle, anything. Fills follow the row’s length.

Right-Click a step for the step menu:

  • Learn MIDI Assignment... / Clear MIDI Assignment: map the step to a button or pad on your controller.
  • Accent: on or off.
  • Chance: 5–100 %, how likely the step is to play each time round.
  • Group: 1–32, the step’s edit group.
  • Group Settings: Copy Group Settings / Paste Group Settings.
  • Roll: 1–16 hits inside the step (see Rolls, Chance and Flams).
  • Flams: None, Flam, Flam 909, Drag or Bounce (see Flams).
  • Parameter Locks: Clear ALL Locks, or Clear a single lock, listed by name with its value in brackets (BeatForge’s own names and numbers, see Parameter Locks).
  • Link Group: 1–15. A Shift+click on one step of a link group selects the whole group. A step that is in one also offers Remove from Link Group and Clear Link Group.
  • Selected Steps First: while any steps are Shift-selected, a step-menu choice applies to all selected steps, on every track — not only to the step you right-clicked.
  • What a Step Shows (colours of the default look): a purple light and a % when its chance is below 100 %; its group number, top left, when it isn’t in group 1; a small dot, top right, when it has locks; an amber bar along the top when it is accented; spokes in the light for a roll; small dots beside the light for a flam (see Flams); a small numbered chip, bottom left, for a link group.
  • Switching a Step Off resets its chance and roll and drops its locks and its flam. Its accent stays.

Rolls, Chance and Flams

  • Roll: right-click a step > Roll > 1–16, or hold Cmd/Ctrl and turn the mouse wheel over it. The step plays that many hits, spread evenly across its length: Roll 2 is two hits half a step apart, Roll 4 four hits a quarter step apart. Roll 1 is back to a single hit. Choosing a roll on an empty step switches it on.
  • Chance: right-click a step > Chance, or hold Option/Alt and turn the wheel. Each hit of a roll rolls its own dice, so a Roll 4 at 50 % plays a different number of hits each time round. Right-click the track’s name > Bar > Clear Hit Chances puts every step of the track back to 100 % — all bars, not only the current one.
  • Flams: since 5.0.4 a step can play a Flam, Flam 909, Drag or Bounce instead of a roll: see Flams below. Import MIDI Groove keeps the flams that are in MIDI files.
  • Rolls on Circuit Drums: in Hardware voice mode the hits of a roll strike the circuit that is still ringing, just as on the machine, so they build on each other instead of being identical copies. Studio mode gives every hit its own voice (see Voice Mode).

Flams (5.0.4)

A flam turns one step into a drummer’s stroke: soft grace notes just before the hit, or quick extra hits just after it. The step’s own hit, the main hit, stays where the step plays it: on the grid, or where SWING and NUDGE put it. Grace notes come before it, so the beat itself never moves. Flams work on every track, drum voices and samples alike. There are four:

  • Flam: one soft grace note about 30 ms before the main hit. The classic flam: a thicker, wider hit.
  • Drag: two soft grace notes before the main hit, about 65 and 25 ms before it: a short ruffle into the beat.
  • Flam 909: the 909’s own flam: two equal hits, the first on the beat and the second about 22 ms after it. As on the machine, this one adds its hit after the beat.
  • Bounce: a pressed stroke. After the main hit the stick bounces on the head: a quick run of softer and softer hits, for about a quarter of a second.
  • Set a Flam: right-click a step > Flams (just under Roll) and pick one; None takes it off. Quicker: Cmd + Option + Click (Mac) / Ctrl + Alt + Click (Windows) a step to go through None, Flam, Flam 909, Drag and Bounce, or hold those keys and turn the mouse wheel over the step to go both ways. A flam switches an empty step on.
  • Several Steps at Once: Shift-select them first. The menu sets them all. The click and the wheel set them all when the step you use is one of them, and they all take the flam that step moves to. A menu pick, a click or one run of the wheel is one undo step.
  • A Roll or a Flam: a step has one or the other. Choosing a flam puts a roll back to a single hit; choosing Roll 2 or more takes the flam off.
  • See It: small dots beside the step’s light read like drum notation. Dots on the left are grace notes before the beat (one for Flam, two for Drag); dots on the right are hits after it (one for Flam 909, three shrinking ones for Bounce). Hover over the step to read its strokes: each one’s time in ms against the main hit, and its strength in % (on a sample, 30 % is 12.5 dB quieter).
  • It Belongs to the Step, like a lock: it is saved in the pattern slot, it travels with copied, pasted and rotated steps, and switching the step off removes it. Clear ALL Locks leaves it on.
  • Chance and Accents: a step’s chance decides for the whole flam, which plays complete or not at all. On an accented step the main hit takes the accent and the grace notes stay as soft as on a plain step; the hits after the beat of a Flam 909 or a Bounce follow the accented main hit.
  • Busy Patterns: grace notes always come after the hits of the step before. When there is not enough room, they move closer together, and when even that is too tight, the earliest grace note is left out.
  • How It Sounds: on a sample, a grace note is the same sound played quieter; on a circuit voice it is a softer strike, so it sounds like that drum played softly. On snare, rimshot and tom voices (and on sample tracks whose name contains snare, rim or tom), Flam, Drag and Bounce come from a physical model of a drumstick bouncing on a vibrating drum head; every other voice uses fixed timings with a small human spread.
  • MIDI: Drag MIDI exports every stroke as a note of its own, the soft ones at a lower velocity, and a track set to OUT sends them the same way.

The Flams tab of the knob panel shapes them. Each knob’s centre is natural: the right setting for whichever flam the step has.

  • SPACING: how far apart the strokes are, from a third of the natural gap (left: tighter, until a flam becomes one fat hit) to three times it (right: looser, until it becomes two notes). A Flam runs from about 10 to 90 ms. On a Flam 909 it walks the 909’s own flam settings instead: 10 to 38 ms in 4 ms steps, 22 ms at the centre.
  • GRACE: how hard the grace notes of a Flam or a Drag are played. On a sample it runs from 12 dB quieter to 12 dB louder than natural, never louder than the main hit. A circuit voice is struck softer or harder instead, and never goes under its own floor. A Flam 909’s two hits are always equal, as on the 909.
  • BOUNCE: how much the stick springs back on a Bounce: how many hits it makes and how fast they die away. The centre is a snare head. Left is dead, a hard press with few hits; right is springy, like a practice pad, and rings on.
  • HUMANIZE: how much the grace notes and bounces vary from one hit to the next, as a drummer’s hands do. The centre is a natural spread, the right end twice as much, and the left end is machine-exact. The main hit never moves, and the same bars always play the same way. A Flam 909 is exact at the centre, as on the machine; only the right half adds a spread.
  • SPACING IN: AUTO, MS or TEMPO. MS keeps every flam the same length at every tempo, as a drummer plays it. TEMPO stretches every gap with the step, so a flam opens up at slower tempos (natural at 120 BPM sixteenths). AUTO, the default, uses MS for Flam and Drag and TEMPO for Bounce. A Flam 909 keeps the 909’s timing in every mode. The switch belongs to the track; with steps Shift-selected, MS or TEMPO is locked on those steps instead, and AUTO takes their lock off.
  • Per Edit Group and Lockable: the four knobs are set per edit group, can be locked per step (Shift-select steps, then turn) and can be drawn in the Lane, where they are called Spacing, Grace, Bounce and Humanize.
  • Like Every Other Knob (5.0.5): each move is one undo step, you can MIDI-learn them, your DAW can automate them (Flam Spacing, Flam Grace, Flam Bounce and Flam Humanize for each track), and an LFO moves them. The LFO is read once per flam, when it plays, so every stroke of one flam follows the same setting.

Try this: on an Eight-O Snare track, switch on steps 5 and 13, then Cmd + Option + Click step 13 once (Ctrl + Alt + Click on Windows): one dot appears left of its light. Press play, open the Flams tab and turn SPACING left for a tight flam, right for a loose one.

Bars: Length, Time Signature, Repeats, Copy and Rotate

The strip above the bar-number ruler holds, from left to right:

  • SEQ ON / SEQ OFF and REC: see Starting and Stopping and Recording Live.
  • Bar count (-, 1 Bar, +): the pattern’s length, for all tracks. Double-click the number to type it, up to 64. Removing bars deletes what is programmed in them, so BeatForge asks first.
  • The time-signature box (4/4, 7/8...): one per pattern, see The Patterns Panel.
  • Repeats (-, × 1, +): how many times the current bar plays before the next bar starts. Double-click to type it.
  • << >>: rotate the selected tracks’ steps one step left or right, in the current bar (or along the whole row when the track has its own length). Locks, rolls, flams, chances and accents travel along. Shift + Click: only the steps move, and the accents stay where they are. Option/Alt + Click: only the accents move.
  • Group: the edit group that new steps go into (see Edit Groups).

The bar-number ruler under it:

  • Click a bar number to make it the current bar: it lights up on the ruler, the grid scrolls to it, and copy, paste, rotate and the Gen tab work on it. It doesn’t move playback.
  • Drag the handle after the last bar to add or remove bars.
  • Right-click a bar number for Copy bar (all tracks), Paste into bar (all tracks), Repeats +1 and Repeats -1. The Arp marker items under them start and stop pitch patterns (see Pitch Patterns).
  • One Track Only: right-click the track’s name > Bar > Copy Bar, then Paste Bar on the same or another track. A copied bar carries its steps, accents, chances, rolls, flams, groups and locks, and lands in the current bar. Paste from the same place you copied from: a ruler copy pastes from the ruler, a track copy from a track menu.

Timing: Swing, Nudge and Speed

The Time tab has three knobs:

  • SWING (50–75 %): pushes every second step later, for a shuffle. 50 % is straight; at 75 %, the most, those steps land a quarter of a step late. It is set per track, so the hats can swing while the kick stays straight. Swing works on 16-step tracks, not on 8T tracks.
  • NUDGE (-50 to +50): moves the track’s hits earlier (left) or later (right). Right-click it to choose Mode: Tempo Synced (%), a share of one step and the default, or Mode: Milliseconds (ms). NUDGE can be locked per step to push or pull single hits; the lock is listed as Micro Timing.
  • SPEED: runs the track at 1/4x, 1/3x, 1/2x, 1x, 2x, 3x or 4x the host tempo, without changing the pitch of samples — half-time and double-time feels inside one pattern. Cmd/Ctrl + Click puts it back to 1x.

Accents: Per Step and the ACCENT Row

An accent makes a hit stronger. There are two kinds; either one accents the hit, and both together are no stronger than one:

  • Per-Track Accent: Ctrl + Click a step (the Control key on the Mac too), or right-click it > Accent. The step gets an amber bar along its top. When the track is one of several selected tracks, Ctrl+click accents that step on all of them.
  • The ACCENT Row runs above all tracks, like the AC row of an 808: an accent there accents every track’s hit on that step. Click or drag to paint; right-click or Option/Alt-drag to erase. Click the ACCENT label for Clear the accent row. The row belongs to the pattern, so every pattern slot has its own.
  • Accents Stay Put when you switch a step off and on again, so you can lay down the accent pattern first.
  • Quicker Ways: the Gen tab’s ACC knob spreads accents evenly across a bar (see Gen). On the Pads, Shift + Click plays and records an accent-strength hit.
  • MIDI: accents export as note velocity. Right-click Drag MIDI to set the values: Normal step 100 and Accent step 127 by default.

How much stronger an accent is depends on the voice — see the next section.

The Accent Slider (AC LEVEL)

One fader sets how strong every accent is: the ACCENT fader on the Mixer page, in the master section next to MASTER. It reads from +0.0 dB to +12.0 dB; the default is +6.0 dB. What it does depends on the voice:

  • Sample and REX tracks, the synths and Specials, and the Eight-O and Nine-O Legacy voices: a simple volume boost — an accented hit plays up to the fader’s value in dB louder, with the same tone.
  • Circuit-modelled voices (all of the Eight-O, Nine-O and Six-O kits, and the Six-O Legacy voices too): the fader is the machine’s accent level. An accented step doesn’t just play louder: on the Eight-O and Six-O it sends a taller trigger pulse into the modelled circuit, on the Nine-O it raises the accent voltage the voices read, and each voice reacts the way the hardware reacts. On the Eight-O the kick detunes slightly and grows harmonics before it distorts, the toms start sharp and settle back, the rimshot jumps hardest of all, the maracas shake about 50 % longer, and the hats get only a few dB louder (the open hat also stays open a little longer). Different voices responding differently to the same accent is not a bug — it is what one AC LEVEL knob does on the real machine.
  • The Scale: at 0, accents do nothing. On the Eight-O, 10 is the pot fully clockwise — the classic full-crank 808 accent you know from the records — and the default of 6 sits a little under halfway, at about 46 % of the rotation. Settings above 10 push the trigger past the pot’s end stop, into modified-machine territory.
  • Kitchen Sink: an accent is simply a harder hit (full velocity), whatever the fader says. Its SENSITIVITY knob sets how much the hit strength matters.
  • Tips: for the classic 808 accent sound, set the fader to 10. In kits that mix samples with circuit voices, accents hit the samples harder than some circuit voices — a sample takes the full boost while a maracas takes what its circuit gives it. Balance with track volume or parameter locks if needed.

Edit Groups (32 per track)

Each track has 32 Edit Groups: 32 independent settings of the track’s sound, assigned per step. Every knob position is stored separately per group — volume and pan, pitch, the envelope and its ANALOG switch, distortion and its mode, lo-fi, filter and EQ, nudge, delay and reverb, the Flams tab, the engine’s own knobs, the Donk voice and the Kitchen Sink panel. The engine itself is the same in all 32 groups: picking a sound sets it for the whole track, and it can’t be locked per step. Use groups for true per-step sound design within a single track:

  • Switch Active Group: pick the group in the Group: box at the right end of the strip above the steps (tooltip: Select Active Edit Group (Paint Brush); it shows while one track is selected). Every knob on every tab then shows and edits that group, and the caption above the knobs names it, for example TIME - GROUP 1. New steps you switch on go into this group — it is your paint brush.
  • Assign Steps to Groups: hold Shift and turn the mouse wheel over a step (the plain wheel only scrolls), right-click the step > Group, or use the Group Rows. The step shows a small group number when it isn’t in group 1.
  • Copy a Group’s Sound: right-click a step > Group Settings > Copy Group Settings, then right-click a step of another group > Paste Group Settings.
  • Careful with Shift on the Knobs: holding Shift while you turn a track knob writes that value to all 32 groups at once, and the knob moves in finer steps too (the knob rings change colour while Shift is held). Handy to set one value everywhere — but it wipes out the differences between your groups on that knob. Since 5.0.4, Cmd/Ctrl + Z brings back the old value in all 32 groups.
  • Use Cases:
    • Tight short kick on the downbeats, longer distorted kick on the off-beats — all on one track.
    • Ghost notes with a different volume, decay and filter — without touching another track.
    • A pitched-up variation of the snare for fills, in a group of its own.

Group Rows

See every edit group of a track at once, each on its own row under the step row — made for REX and sliced loops, where the kicks, snares, hats and ghost notes are all groups of one track. (Not to be confused with the Lane, which draws parameter locks.)

  • Open Them: click the chip under the track’s number — it shows on every track and carries the number of rows — or right-click the track’s name > Group Rows. Both work on a fresh track with only one group too.
  • Place Hits: click an empty cell to put a hit in that row’s group; click another row’s hit to move it into this one; click a row’s own hit to remove it; drag to paint. Locks, accents and rolls stay on the step row above.
  • Add / Remove Rows: + GROUP adds a row; hover over a row’s label and click its × to remove it. A row that still has hits can’t be removed.
  • Mute & Solo: M and S at the end of each row’s label. Solo works within the track; Option/Alt + Click S solos only that row. A row can’t be muted and soloed at once. With the rows closed, a dot on the chip tells you something is muted or soloed.
  • Edit Several Rows at Once: click a row to edit it, Shift + Click another row to select every row in between, Cmd/Ctrl + Click to add or remove a single row. Every knob (and the envelope) then sets all selected rows together.
  • Per-Row Effects: reverb and delay are set per row like every other knob, and can be parameter-locked per step.

Parameter Locks (P-Locks)

Automate any knob per-step without complex menus:

  • Select Step(s): hold Shift and click a step button (or several, or Shift-drag across them) to select them. They will remain highlighted.
  • Lock Parameter: with the step(s) selected, move any knob (Pitch, Filter, Decay, etc.). The value is locked to those steps, and the knob shows it in the lock colour (amber in the default look).
  • See Them: a locked step shows a small dot in its top-right corner. Hover over a step to list its locks and their values. That list and the step menu use BeatForge’s own names and numbers, not the knob’s caption and display: a Synth-tab knob reads Timbre, Color, Tune or Shape, from 0.00 to 1.00, and a pan from -1.00 (left) to 1.00 (right). The Lane uses the same names.
  • Clear Locks: right-click a step > Parameter Locks > Clear ALL Locks, or Clear a single lock by name. With steps Shift-selected, the choice clears them on all selected steps. In the Lane, right-drag or Option/Alt-drag erases. Switching a step off also drops its locks.
  • Done Locking? Drop the selection, or every knob you touch keeps writing locks instead of changing the sound: Shift + Click the selected steps again, or click the track’s name. A plain click on an unselected step also drops that track’s selection (and switches the step).
  • Slices: on a REX or sliced track with slices selected in the waveform, a knob writes slice locks instead (see Working With Slices).

P-Lock Lane Editor (4.3.2)

The lane is a graphical way to draw the same parameter locks — bars under the step grid instead of shift-selecting steps and turning knobs. It reads and writes the exact same lock data, so anything you draw in the lane shows up on the knobs and vice versa. It always edits the selected track.

  • Open It: click Lane in the dock bar under the sequencer. The lane sits under the steps, so Steps must be showing. BeatForge remembers whether you had it open.
  • Pick a Parameter: click the lane’s title (LANE - Volume and so on). Its menu lists every lockable knob of the track under Lane parameter. By default the lane follows the last knob you touch — a plain click on a knob is enough. Choosing a parameter from the menu pins the lane; Pin lane (stop following knobs) switches pinning on and off. On Kitchen Sink tracks every panel control has a lane too.
  • Names in the Lane: the title and the menu use BeatForge’s own names, not the knob’s caption. The four Synth-tab knobs are Timbre, Color, Tune and Shape on every engine: an Eight-O Kick’s DECAY is Timbre and its BOOM is Tune, and on Kitchen Sink DECAY is Timbre and TUNE is Shape. Decay in the list is the ADSR tab’s DECAY, PITCH BEND and BEND RATE are Pitch Drop Amt and Pitch Drop Rate, and NUDGE is Micro Timing. The easy way: click the knob, and the lane follows it.
  • Draw: click or drag across the steps to set values — a readout shows the exact value as you draw. Solid bars are locked steps (dimmed on steps that are switched off); the ghost line behind them is the value the step gets from its edit group, which unlocked steps follow.
  • Fine-Tune: Shift + Drag on a step moves it from its current value, about 20 times finer than drawing. It still snaps to the knob’s own step size, so for 0.1-semitone pitch moves, right-click PITCH > Fine Pitch (0.1 st steps) first.
  • Erase: Right-Drag (or Option/Alt + Drag) across steps to remove their locks — those steps fall back to their group’s value. The title menu also has Clear all locks in this lane.
  • Reminder: the hint line under the title reads draw: lock | shift: fine | right/alt: clear | click here: menu.
  • Velocity Lanes: want classic per-step velocity? Pick Volume as the lane parameter — that is exactly what it is, and it stays fully compatible with locks made the knob way.

Pitch per Step: Locks, Groups or Pitch Patterns

“How do I give one step a different pitch?” There are four ways, and each does a different job:

  • 1. A Parameter Lock: Shift+click the step(s) and turn PITCH on the FX tab (-36 to +36 semitones). Or pick Pitch in the Lane and draw one bar per step. A lock belongs to the pattern slot you are in.
  • 2. An Edit Group: give a group its own PITCH and put steps in it (see Edit Groups). A group is part of the track’s sound, so it is the same in every pattern slot.
  • 3. A Pitch Pattern in the Keys dock: 16 pitch cells that the track’s hits step through, started by a marker on the bar ruler. It belongs to the track, not to a pattern slot. (The ruler’s “Pattern” items mean these pitch patterns, not the slots in the Patterns dock.) See Pitch Patterns.
  • 4. Notes from Your DAW: switch Keytrack on in the Keys dock, and the track plays at the pitch of the MIDI notes it receives.

A lock or group pitch and a pitch-pattern cell add up: a +5 lock on a step that plays a +7 cell sounds 12 semitones up.

Which one? A one-off pitch on one step: a lock. A sound variant that comes back, like a higher tom in every fill: a group. Melodic runs and bass lines: a pitch pattern, or MIDI from your DAW.

6. Patterns & Song Mode

Every song holds 32 pattern slots. A slot stores the sequence: steps, rolls, flams, chances, accents (the ACCENT row too), edit-group and link-group assignments, parameter locks, the bar layout and repeats, each track’s own row length and the time signature. It never stores your sounds or the tracks’ pitch patterns, so switching patterns can’t cut ringing tails or change the kit.

The Patterns Panel

  • Open It with the Patterns button on the dock bar (bottom edge).
  • Switch Patterns: click a slot. While the DAW is playing, the switch waits for the end of the current pattern loop and lands seamlessly — no gaps, no cut-off tails; the waiting slot blinks. Stopped, it switches instantly. Your edits always belong to the slot you’re on.
  • Duplicate and Keep Going: right-click the slot you’re on > Duplicate to the next empty pattern — it copies the pattern and switches to the copy, so you can vary it.
  • Copy or Clear: right-click any other slot > Copy pattern N here (N is the slot you’re on) or Clear slot. These can’t be undone.
  • Time Signature per Pattern: the time-signature box in the strip above the steps sets the pattern’s time signature — 3/4, 5/4, 7/8, 9/8, 12/8 and more, or Type a meter... for anything else (7/8, 11/8, or a number of steps). Each pattern keeps its own, and SONG mode chains patterns in different time signatures.

Chaining & SONG Mode

  • Build a Chain: drag slots down into the chain lane (or Shift + Click a slot to append it). Drag chips within the lane to reorder; Option/Alt + Click a chip removes it. CLR empties the chain.
  • Long Songs: a chain holds up to 256 entries. The lane wraps over up to four rows and then scrolls — turn the mouse wheel over it, or drag a chip against its top or bottom edge. In SONG mode it follows the entry that is playing.
  • Play the Song: turn on SONG. Since 5.0.1 it follows your DAW: chain entry 1 starts at bar 1 of your DAW’s timeline, and the entries follow each other at their own lengths. Start from any bar, jump or loop, and BeatForge plays the entry that belongs there; a count-in doesn’t throw it off. After the last entry the chain starts again.
  • Stopped or Standalone: switching SONG on while your DAW is stopped, or in the standalone app, starts at entry 1.
  • Edit While It Plays: changes you make while a pattern plays stay in that pattern, also when the chain moves on and comes back to it.
  • SONG or TRIG: turning one on turns the other off (see TRIG).

TRIG: Launch Patterns from MIDI

Turn on TRIG, next to SONG in the Patterns panel, and MIDI notes outside the playable keyboard range launch pattern slots — from a DAW clip or a controller:

  • The Notes: notes 0–20 launch slots 1–21, notes 109–119 launch slots 22–32, and note 127 stops the sequencer. Go by note numbers: DAWs give note 0 different names (C-2 or C-1).
  • The First Note Starts It: while TRIG is on and your DAW plays, the sequencer waits in silence (TRIG’s outline blinks) until the first launch note, which starts its pattern at once, from step 1. Stopping the DAW makes it wait again. While the DAW is stopped, a launch note only selects the slot.
  • When Later Launches Land: right-click TRIG for At the end of the current pattern (the default), At the next bar, Immediately, from step 1 or Immediately, keeping the step position.
  • Good to Know: a note for an empty slot is ignored. While TRIG is on, every note from 0 to 20 and from 109 to 127 is used up: no track plays it, and it is not passed on to MIDI out.

Try this: make patterns in slots 1 and 2, then put two notes in a DAW clip on BeatForge’s track: note 0 at bar 1 and note 1 at bar 5. Press play: pattern 1 starts with the first note, and pattern 2 takes over when pattern 1 next comes to its end after the second note.

Export: Drag MIDI, Drag REX and Bounce

The export buttons sit at the top left of the Sequencer view, above the song box.

  • Drag MIDI: drag it into your DAW for a MIDI clip of the pattern, or click it to save a .mid file. With SONG on it exports the whole chained song, so the arrangement in your DAW matches playback. Right-click it for MIDI Export Velocities: the Normal step and Accent step values (100 and 127 by default). Every stroke of a flam becomes a note of its own, the soft ones at a lower velocity.
  • Tracks Need a MIDI Note: a track without one is left out, and a notice says so — give it a note on the Mixer page.
  • After Dragging the Pattern Out, switch SEQ OFF so BeatForge plays only your DAW’s MIDI and the notes don’t play twice.
  • Drag REX appears on a REX or sliced track: it exports the loop’s slice MIDI, one note per slice, for the selected track.
  • Bounce: renders the loop to a 24-bit WAV. Drag it into your DAW, or click to Save As. Right-click it for Mix (stereo), Stems (per track) or Stems (per output). The loop is seamless (tails wrap round to its start) and is turned down only if it would clip. Bounce renders one loop of the pattern you are on, not the SONG chain. Since 5.0.4 that is also true with SONG on: the file holds the pattern you are on, and the chain stays where it was.
7. Keys, Pads & Live Recording

Play your beats in live instead of clicking them in — like tapping a hardware drum machine.

Recording Live

  • Arm REC (next to SEQ ON, in the strip above the steps) and start your DAW’s transport. In the standalone app, press Play instead. SEQ must be ON: with SEQ OFF nothing is recorded.
  • Play: drum on your MIDI controller, the on-screen keyboard (it plays the selected track), or open the Pads dock — one big pad per track, tap with the mouse. Pads light up with each track’s output, so you can see the groove. Clicking a pad also selects its track and scrolls the track list to it.
  • Grid Snap: every hit is written to the nearest step — tap slightly early and it still lands on the beat you meant. The pattern overdubs as it loops, so you can build a beat layer by layer. Recorded hits are not undo steps: click a step to remove a hit you didn’t want.
  • Accents: hard MIDI hits (velocity 110+) record as accented steps. On the pads, Shift + Click plays and records an accent-strength hit.
  • Audition Anytime: the pads always play their track, armed or not — they’re also the quickest way to preview sounds while designing a kit.
  • Pads and Keys share one band at the bottom: opening one closes the other.

The Keys Dock

Click Keys on the dock bar. The on-screen keyboard plays the selected track, and records into it when REC is armed. The top row holds:

  • Octave - / Octave +: scroll the keyboard by an octave. They only change what you see.
  • Keytrack: on, the track plays on every key, at that key’s pitch. Off, it plays at its fixed pitch and answers only its own note (the one set on the Mixer page): the keyboard greys out the other keys. Switch it on for basses and melodies; leave it off for drums.
  • One-Shot: on, every hit plays in full, whatever the note length (drum style). Off, the envelope releases when the key or MIDI note ends.

Keytrack and One-Shot belong to the selected track, and show while exactly one track is selected. The second row, just above the keys, holds the pitch patterns.

Pitch Patterns

A pitch pattern is a row of 16 pitch offsets that a track steps through, one per hit — it turns a one-note bass or a tom into a riff without a single lock. Each track has 32 of them. Open the Keys dock and select one track; the row just above the keys holds:

  • Pattern 1 ... Pattern 32: which pitch pattern you edit.
  • Tools: Copy Pattern, Paste Pattern, Transpose Up (+1 st), Transpose Down (-1 st), Transpose Up (+12 st), Transpose Down (-12 st) and Clear Pattern.
  • The Play-Order Box sets the order in which the hits take the cells. It changes which pitch each hit gets; the steps themselves always play from left to right.
    • Forward: 1, 2, 3... to the last cell, then from the top again.
    • Reverse: from the last cell back to the first.
    • Ping-Pong: up and back down, playing the two end cells once each time.
    • Staircase 3: three cells, then three again starting one cell further on: 1, 2, 3, then 2, 3, 4, then 3, 4, 5...
    • Staircase 4: the same in fours: 1, 2, 3, 4, then 2, 3, 4, 5...
    • Inside-Out: the outer cells first, working inward: first, last, second, second-to-last...
    • Evens/Odds: every other cell, then the ones in between: 1, 3, 5... then 2, 4, 6...
    • Random: a random cell for each hit. The run is the same each time you play from the same place.
    • Drunk Walk: each hit moves one cell up or down, or stays on the same cell.
  • The 16 Cells: pitch offsets in semitones, from -36 to +36. Drag up or down to set one; Shift + Drag moves in octaves; double-click resets it to 0. Option/Alt + Click a cell to make it the last one the pattern plays: the cells after it grey out. Option/Alt + Click it again to bring all 16 back.

A pitch pattern only plays from a bar that carries a marker. Markers belong to the selected track:

  • Start It: right-click a bar number on the ruler > Patterns 1-8 (up to Patterns 25-32) > Start Pattern n. The ruler shows Pat n on that bar.
  • Stop It: right-click a later bar > Stop Arp Here (-); the ruler shows STOP. Clear Marker removes a marker.
  • A Marker Holds until the next marker, so one marker on bar 1 keeps the pattern running in every bar.
  • One Cell per Hit: each hit of the track’s steps plays the next cell in the chosen order. The cells are not steps: with four hits per bar, 16 cells take four bars to come round. Notes you play live or send from your DAW are not changed.
  • Stay in Key: right-click PITCH (FX tab) > Arpeggiator Scale to snap the resulting pitch to Major Triad, Minor Triad, Minor Pentatonic or Octaves (Smooth / Chromatic is off).
  • One Track at a Time: editing the cells needs exactly one selected track.

Try this: on an Eight-O Low Tom track (pick it in the track’s sound box, under Eight-O), click steps 1, 4, 7, 11 and 13. Set the first five cells to 0, +3, +5, +7 and +10, then Option/Alt + Click the fifth cell so the pattern is five cells long. Right-click bar 1 on the ruler > Patterns 1-8 > Start Pattern 1 and press play: the tom plays a little riff, the same in every bar.

8. Generative Patterns (GEN)

The Gen tab writes patterns for you — as a starting point or a finished groove. It works on the current bar, or on the whole row when the track has its own length.

  • Euclidean Fill: turn the HITS knob to spread that many hits as evenly as possible. You hear the pattern update live while turning; release to commit. A plain click on the knob changes nothing. The fill always starts on the downbeat — rotate it afterwards.
  • Dice & Density: DICE rolls a new random pattern at the current DENS, the chance that each step gets a hit. After rolling, turn DENS to add or remove hits from that same roll, live. Shift + Click DICE to add the roll to the empty steps only: existing steps, locks and rolls stay untouched.
  • Accents: turn ACC to spread that many accents evenly across the bar, live. The steps themselves stay as they are; 0 clears the bar’s accents.
  • Rotate: the < and > buttons shift this track’s steps one step left or right, with their locks, rolls, flams, chances and accents. Shift + Click: only the steps move, and the accents stay on the grid. Option/Alt + Click: only the accents move. The << >> buttons above the grid do the same for all selected tracks.

Everything the Gen tab writes is a normal pattern afterwards — edit steps, add parameter locks, assign edit groups as usual. And if you don’t like a result: each Gen action is one undo step, so Cmd/Ctrl + Z takes it back.

9. Drum Synth Engines

BeatForge has 34 circuit-modelled drum voices in three kits — Eight-O (16), Nine-O (11) and Six-O (7) — plus Kitchen Sink, Donk, Ghost Choir, Dark Star, Vintage DCO, Hoover, Reese Bass, Supersaw, FM Kick and Karplus Snare, and the older voices under Legacy. Pick any of them in a track’s sound box.

The circuit voices’ knobs follow the same rules on all three kits:

  • Named per voice: each voice shows only the knobs it has, on the Synth tab. Hover over a knob to read what it does.
  • The centre is the machine: every knob starts at its centre. For a knob the real machine has (the 909’s TUNE, the 808 toms’ TUNING) the centre is that knob turned half way; for every other knob it is the unmodified machine. Cmd + Click (Mac) or Ctrl + Click (Windows) puts a knob back to its centre, and so does right-click > Reset Control.
  • [MOD]: a tooltip marked [MOD] belongs to a modification — a change people solder into the real machine, modelled with that part fitted. At the knob’s centre the mod is out of the circuit.
  • DRIVE (on the Eight-O and Six-O voices) sets how hard the trigger pulse strikes the circuit — the same pulse an accent raises. The centre is stock; turn right for a harder, grittier strike, left for a softer one. On the Nine-O kick DRIVE is a different mod, and on Donk it is a preamp.

808 Kit (Eight-O)

The full 808, rebuilt from its circuit: Kick, Snare, Closed Hat, Open Hat, Cymbal, Cowbell, Clap, Low/Mid/Hi Tom, Low/Mid/Hi Conga, Rimshot, Claves and Maracas. The knobs on the Synth tab, left to right:

  • Kick: DECAY, DRIVE, BOOM, TONE. DRIVE adds grit while the level stays about the same. BOOM is a mod: from the centre down it is the stock kick; turned right the kick rings much longer — with DECAY up, a booming tail of a couple of seconds — and it always dies away.
  • Snare: SNAPPY (the snare wires; fully left switches them off) and TONE (the balance between the drum’s two shell tones).
  • Closed Hat: DECAY, a mod. A band around the centre is the stock hat; left makes it shorter, right much longer (up to about seven times), and the hit keeps its level.
  • Open Hat: DECAY — how long the hat is held open before it closes.
  • Cymbal: DECAY and TONE, the machine’s own two knobs.
  • Cowbell: no knobs. The 808’s cowbell has only a level control, so use the track’s VOLUME.
  • Clap: DECAY (a mod since 4.9.5: left shortens the clap and its ring-out, right stretches the reverb-like tail) and DRIVE. Since 4.9.5 the clap also fades to true silence — the faint hiss the real circuit leaves after each clap is gone.
  • Low/Mid/Hi Tom and Low/Mid/Hi Conga: DECAY (a mod: left shorter, right up to three times the ring, never tipping into a drone), DRIVE (above the centre the start of each note goes sharp) and TUNING (the machine’s own knob: a minor third of travel).
  • Rimshot: DRIVE.
  • Claves: DRIVE and RING (a mod: the right half makes them ring up to three times longer).
  • Maracas: DECAY (a mod: the right half gives a longer shake) and DRIVE.
  • MIDI notes: loaded as a kit, the voices answer General MIDI: kick 36, rimshot 37, snare 38, clap 39, closed hat 42, open hat 46, cymbal 49, cowbell 56, low/mid/hi tom 41/45/48, low/mid/hi conga 64/63/62, claves 75, maracas 70.

Try this: on a slow kick pattern, turn the kick’s DECAY fully up, then bring BOOM up from the centre — the long 808 boom, without the drone the real mod can fall into.

909 Kit (Nine-O)

The full 909, rebuilt from its circuit: Kick, Snare, Rimshot, Clap, Low/Mid/Hi Tom, Closed Hat, Open Hat, Crash and Ride. The knobs, left to right:

  • Kick: DECAY (the body’s tail, 14–107 ms), DRIVE (a mod: from the centre down it is stock; turning right drives the kick harder while its level stays the same), TUNE (how fast the pitch sweep falls) and ATTACK (the click).
  • Snare: TONE (how long the snare noise rings, 47–282 ms), SNAPPY (the snare noise against the drum) and TUNE (the drum’s pitch, almost an octave of travel).
  • Rimshot: DECAY (a mod: left a shorter ring, right up to three times longer; the pitch stays put) and the REVISION switch, which reads LATE or EARLY. LATE is the shipping machine, EARLY the first boards; click the switch to change it.
  • Clap: DECAY (a mod: the reverb-like tail runs from 41 to 369 ms, 123 ms at the centre) and TRIM (Roland’s factory adjustment; the centre is the factory setting).
  • Low/Mid/Hi Tom: DECAY (the tail about doubles from left to right) and TUNE (almost an octave of travel).
  • Closed Hat: DECAY (10–110 ms). Open Hat: DECAY (100 ms to 1.1 s).
  • Crash and Ride: TUNE (a little more than an octave of travel).
  • MIDI notes: loaded as a kit, General MIDI’s core kit: kick 36, rimshot 37, snare 38, clap 39, low/mid/hi tom 41/45/48, closed hat 42, open hat 46, crash 49, ride 51.
  • Stereo: loading the Nine-O Kit also sets the Mixer pans to the 909’s own stereo picture: low tom and ride to the left; hi tom, both hats and the crash to the right. That is why those tracks are not centred — centre them on the Mixer if you prefer.

606 Kit (Six-O)

The third circuit kit, modelled on the TR-606: Six-O Kick, Snare, Low Tom, Hi Tom, Closed Hat, Open Hat and Cymbal. Load all seven with LOAD KIT > Six-O Kit in the song box, or pick single voices under Six-O in a track’s sound box.

The real 606 has only a level knob per voice, so DECAY, TONE, SNAPPY, BOOM/PUNCH, SWEEP and BRIGHT here are modifications — at their centre you hear the stock machine. The knobs, left to right:

  • Kick: DECAY, DRIVE, BOOM/PUNCH and TONE. DECAY rings shorter to the left and much longer to the right, and the longer ring is also louder, as on the real mod. BOOM/PUNCH and TONE are described under Six-O Mods below.
  • Snare: DECAY (how long the drum rings), SNAPPY (more or fewer snare wires against the drum), DRIVE and TONE (see Six-O Mods below).
  • Low Tom and Hi Tom: DECAY, DRIVE and TONE (the strike starts higher and glides down further; the tail stays the same).
  • Closed Hat and Open Hat: DECAY, DRIVE, SWEEP and BRIGHT (see Six-O Mods below). Cymbal: DRIVE only.
  • DRIVE on every Six-O voice: the centre is stock, full right is twice the trigger, and full left sounds like a 606 on tired batteries.
  • Pitch: there is no tune knob. Tune any Six-O voice — the hats and cymbal too — with the track’s PITCH knob on the FX tab.
  • Accents work as on the machine: an accent raises the trigger, by the amount set with the AC LEVEL fader.
  • MIDI notes: loaded as a kit: kick 36, snare 38, low tom 41, hi tom 48, closed hat 42, open hat 46, cymbal 49.

Try this: load the Six-O Kit and turn the snare’s SNAPPY fully right, then fully left — from a wiry rattle to almost bare drum.

Six-O Mods (5.0.4)

5.0.4 changes four Six-O voices. The kick and both hi-hats get new knobs (BOOM/PUNCH on the kick; DECAY, SWEEP and BRIGHT on the hats), and the kick’s TONE and the snare’s TONE and PITCH work differently. Each change is a modification people solder into a real 606, published by Mungo Enterprises (the bass drum, snare and hi-hat pages) and by Geoff Waterston (“The Mix 06”, the hi-hat sweep). BeatForge models the 606 with that part fitted. Every mod knob’s centre is the stock 606 — exactly the 5.0.3 sound — and Cmd + Click (Mac) or Ctrl + Click (Windows) puts a knob back there. The toms and the cymbal are unchanged.

  • Kick: DECAY, DRIVE, BOOM/PUNCH (new) and TONE (new behaviour). BOOM/PUNCH is the stock kick at its centre.
    • Right for PUNCH: the drum’s own loudness bends its pitch upward at the hit, so it punches harder. The whole kick also settles a little higher, by about 1.5 semitones just right of the centre and about 3 at full PUNCH, so retune it with PITCH if you need to. The kick itself also gets louder, by about 2 dB just right of the centre up to about 10 dB at full PUNCH, with nothing to even out the level. The pitch and the level both come in with a small step just right of the centre.
    • Left for BOOM: a longer ring that always fades away and never drones. How long depends on DECAY. Near DECAY’s centre, BOOM only lengthens the ring a little. With DECAY turned up it becomes a long boom: at DECAY three quarters one hit takes about 4 seconds to die away completely, and at DECAY full, where the ring is longest (about 2 seconds), roughly 27 seconds. With DECAY that high, most of BOOM’s change sits just left of the centre. The kick is then much louder too (about +18 dB at DECAY three quarters and +24 dB at full, on a busy pattern), so turn the track down.
    • TONE now works like the published Bass Drum Tone mod: turn it right for brighter and fuller, as the main 58 Hz body with its click takes over; left for darker and woodier, as the 129 Hz stage comes forward.
  • Snare: DECAY, SNAPPY, DRIVE and TONE (new behaviour).
    • SNAPPY works exactly as in 5.0.3: more or fewer snare wires against the drum, like the 909’s.
    • TONE is now the noise-decay mod. The centre and the left half are the stock snare. Right of the centre the wires’ envelope gets a bigger capacitor: they fade more slowly, but they start much quieter, about 20–25 dB, because the short trigger pulse cannot fill it. So just right of the centre the wires almost disappear, and towards full right they ring on longer than stock: about a quarter of a second at full, against about 120 ms. That is how the real mod behaves.
    • PITCH (the track’s PITCH knob on the FX tab) now plays the published tune mod within about 4.4 semitones down and 2.8 up. The drum’s level and snap move with it: tuned down is a little quieter, tuned up a little louder. Beyond that range the whole drum re-tunes as in 5.0.3.
  • Closed Hat and Open Hat: DECAY (new), DRIVE, SWEEP (new) and BRIGHT (new).
    • DECAY on the closed hat: left of the centre it only shortens the hat, from about 85 ms down to about 10 ms. Most of that change sits in the bottom tenth of the knob. A shorter closed hat also chokes a ringing open hat for a shorter time. The centre and the right half are the stock hat.
    • DECAY on the open hat: left is shorter, right is longer — about 0.5 s, 1.1 s and 1.5 s at full left, centre and full right.
    • SWEEP (Waterston’s Mix 06) slides the band the hats ring in, from about 2.4 kHz at full left, through the stock 7.1 kHz at the centre, to 19.4 kHz at full right. It stops there so that, with PITCH at 0, the band ends at 20 kHz, the top of the audible range. PITCH moves the whole band up or down with it.
    • BRIGHT (Mungo calls the mod “Hihats Tune”) sets the hats’ brightness and edge, not their pitch: left is darker and softer, right is brighter with a resonant edge. Pitch stays on PITCH.
    • One circuit: the two hats are one circuit. Each hat has its own DECAY, but SWEEP and BRIGHT follow the most recent hat hit, as PITCH already does.
    • LFOs don’t move the hats’ DECAY, SWEEP or BRIGHT. To vary them, use step locks.
  • Old songs: a Six-O track from a song saved before 5.0.4 keeps its 606 sound exactly: the old kick TONE and the old snare TONE and PITCH behaviour, with the new kick and hat knobs hidden. That lasts until you re-pick the track’s engine: open the track’s sound box and choose the voice that already has the tick (for example Six-O Kick). One Cmd/Ctrl + Z puts it back. Knobs you had already moved keep their positions but then play the new behaviour, so check them. LOAD KIT > Six-O Kit also brings the mods, and new tracks have them from the start. SNAPPY sounds the same on old and new tracks.
  • Switching engines: knob positions carry over when a track changes engine, with one exception. When you switch a track to the Six-O kick or a Six-O hat, each new mod knob starts at its centre, unless the voice before had a knob in the same Synth-tab slot: then it takes that knob’s position (the Eight-O Kick’s BOOM becomes the Six-O kick’s BOOM/PUNCH, for example, so an Eight-O BOOM turned right arrives as PUNCH). Check those, and Cmd/Ctrl + Click any that are off-centre if you want the stock sound.

Try this: on the Six-O kick, set DECAY to about three quarters, turn BOOM/PUNCH a little to the left and pull the track’s VOLUME down — then try PUNCH on the right for a tighter, harder kick.

Kit Notes: Hi-Hats and Shared Circuits

  • The closed hat cuts the open hat: on all three kits a closed hat stops a ringing open hat by itself, through the modelled circuit, just as on the machines. You need no mute group for it, and BeatForge no longer puts the hats in one behind your back. (Mute groups are still there for everything else — see Mute, Solo and Chokes.)
  • Closed and open on the same step: on the Eight-O and the Six-O the two hats are one voice, as on the real 808 and 606. A closed and an open hat on the same step play as one closed hat about 4–5 dB louder, with no open tail. That is the machine, not a bug.
  • Muted hats: a muted (or soloed-out) hat track counts as not played. It leaves the shared circuit alone and does not cut the other hat.
  • Eight-O metals and PITCH: the Eight-O closed hat, open hat and cymbal share one set of six oscillators, like the 808. Tracks you tune to a different PITCH get their own set (up to four tunings at once), so a pitched-down cymbal no longer drags the hats’ pitch along with it.
  • Studio mode: the Nine-O and Six-O hats keep one voice even in Studio mode (see Voice Mode), because both hats read one shared circuit.

Voice Mode: Hardware or Studio

Right-click a track’s name > Voice Mode. The item is there for the circuit drum voices of all three kits (the Six-O Legacy voices too) and for Kitchen Sink.

  • Hardware (mono), the default: one circuit per track, like the machine. A new hit lands on the circuit that is still ringing, so a quick second hit (a roll, a flam) adds to the first and can come out louder or softer than it — exactly as on the hardware. ATTACK on the ADSR tab is greyed out, because the machine fires instantly.
  • Studio (poly): every hit gets a fresh voice of its own, tails overlap, and ATTACK works again. Choose it for melodic lines and soft attacks.
  • Level changes in Hardware mode: a hit at a different level — a VOLUME lock, or a softer note from MIDI — takes a fresh voice, and the ringing one fades out over at least 50 ms, so a level change never clicks. Kitchen Sink, the Eight-O open hat and the Nine-O and Six-O hats stay on their one voice instead, which moves to the new level as the hit lands.

Legacy Voices

When a kit voice was rebuilt as a circuit model, the older voice moved to Legacy > Eight-O (Legacy), Nine-O (Legacy) or Six-O (Legacy) in the sound box, with “(Legacy)” after its name. Songs that use these voices keep playing them, unchanged. Each Legacy voice has its own knobs — hover over them to see what they do.

Bass & Lead Synths and Specials

Under Synths in the sound box (Donk and Kitchen Sink have their own sections below):

  • Ghost Choir: a choir voice played from tape. VOWEL morphs between Ahh, Ooh and Eee; WOBBLE adds tape wow and flutter; CLICK is the click of the tape starting; ATTACK softens how the voice speaks.
  • Dark Star: a two-oscillator analogue-style synth. CUTOFF (the filter), RESO (resonance and drive), ENV (filter envelope amount and decay) and FAT (detune, sub oscillator and pulse width — how fat the oscillators sound).
  • Vintage DCO: a classic analogue-style oscillator. Warm, characterful, great for chiptune and 80s tones. PW (pulse width) and SUB (sub-oscillator level).
  • Hoover: the iconic gabber/hardcore lead. Detuned, raw, ready to mangle. DETUNE and PWM RATE (the speed of its pulse-width wobble).
  • Reese Bass: thick, detuned bass, a drum & bass essential. DETUNE (detune and drive) and CUTOFF (the low-pass filter) — put an LFO on CUTOFF for the classic wobble.
  • Supersaw: seven detuned saws stacked, for trance, EDM and euphoric leads. SPREAD (how far they are detuned) and MIX (how loud the outer saws are).
  • GLIDE: Vintage DCO, Hoover, Reese Bass, Supersaw, Ghost Choir and Dark Star show a GLIDE switch. With it on, the track plays one note at a time, and a note that arrives while the last one still sounds slides to its pitch.

Under Specials:

  • FM Kick: a frequency-modulation kick for punchy, modern kicks beyond what the 808 and 909 can do. FM AMT and DECAY (amp and pitch decay).
  • Karplus Snare: a physical model with a top and a bottom drum skin and snare wires, for a realistic acoustic response. TONE (body tone), WIRE (wire volume) and VARY (how much each hit differs from the last; the centre is the classic amount).

Donk (5.0.2)

A four-operator FM synth whose default voice is a donk — the bouncy, woody FM bass of donk and bounce. Since 5.0.2 Donk runs like Yamaha’s YM2414, the chip in the TX81Z, down to the chip’s own operator timing, LFO and noise. Songs you saved earlier keep their voices. Pick Synths > Donk; a new Donk track starts on Donk Bright.

  • Synth tab: one DRIVE knob, a valve-style preamp after the chip. From the centre down you hear the bare chip; turning right drives it, up to about 24 times. Next to it, < voice name > steps through the voices, and VOICE opens the voice panel.
  • The voice list (in the panel, or stepped with < >): first nine donks made for BeatForge — Donk Bright, Ring, Sub, Rust, Grind, Bell, Snap, Scrape and Stack. Then 128 factory voices under BeatForge’s own names, in four banks of 32 (A01–D32): Bank A Keys & Organs, Bank B Brass, Winds & Strings, Bank C Guitars, Basses & Leads and Bank D Effects & Percussion. Your own voices come last, marked USER.
  • The voice panel holds the chip’s own controls: ALGORITHM, FEEDBACK, the LFO (wave, speed, delay, depths, LFO SYNC), TRANSPOSE, and for each operator, OP1 to OP4, its frequency, envelope and output level.
  • Import your own patches: IMPORT .SYX in the voice panel reads System Exclusive dumps of four-operator voices — single voices and 32-voice banks. Each voice lands in your FM Voices folder under its own name; a report says what was imported (and anything it refused), and the first new voice loads straight away.
  • Save: edit a voice in the panel, type a name and click SAVE; it appears in the list under USER. FOLDER opens the FM Voices folder.
  • Range: notes far below or above the chip’s range fold back by whole octaves, as on the original.
  • Per edit group: the voice belongs to the edit group shown in the Group box. The panel and the arrows change that group only, so each group can play its own voice. The panel’s settings can’t be locked per step — use another edit group for a second voice.

Try this: on a Donk bass line, step through the nine donks with < >, then bring DRIVE up past the centre for a dirtier bounce.

Kitchen Sink

A drum synth modelled on the 1979 Pearl Syncussion SY-1: falling toms, laser zaps, robot blips and noise snares. Pick Synths > Kitchen Sink; each track is one channel of the machine.

  • Synth tab: DECAY and TUNE (a higher TUNE also rings shorter, as on the original), the < preset > arrows, and SINK, which opens the panel.
  • SOUND (OSC MODE): click a letter or turn the knob. A Tone; B FM (metallic, clangy); C Two tones (bells, vibraphone); D Hit sweep (two tones an octave apart that fall when hit — harder hits fall further); E FM saw (noisy FM); F Noise (snares and hats; every Kitchen Sink track shares one noise source).
  • The faders: TUNE; DECAY; WIDTH (how far the filter opens with the hit, from dark to snappy); SWEEP SPEED and RANGE with the SWEEP switch (UP / OFF / DOWN — the pitch rises or falls after each hit); LFO SPEED and DEPTH with the LFO wave switch (square for trills, OFF, triangle for vibrato and sirens); S/H OFF / ON (each hit grabs a new pitch); and LEVEL (OUTPUT).
  • SENSITIVITY (SENSE): the rear knob sets how strongly a step’s velocity hits the channel; turned down, only hard hits sound. A normal step hits at velocity 100 and an accented one at 127, so an accent is simply a harder hit. The Mixer’s ACCENT fader does not change Kitchen Sink.
  • Panel lights: the HIT light flashes on every hit, and controls that do nothing at the current switch settings are dimmed.
  • Locks and lanes: every control can be locked per step — Shift-select steps, then move it (the panel shows P-LOCK STEP n) — and every control can be drawn in the Lane.
  • Presets: 15 factory presets — Pitch Drop Kick, Wobble Tom, Wobble Tom Drop, Low Wobble, Deep Dive, Long Tom Fall, Soft Tom Fall, Laser Zap, Disco Tom, Noise Snare, Robot Blips, Hit Sweep Kick, Rising Zap, FM Clang and Two-Tone Bell. Type a name and click SAVE to keep your own (listed as USER); FOLDER opens your Kitchen Sink Presets folder. A preset loads into the edit group shown in the Group box.
  • No clicks: every hit starts its tone from zero, so hits don’t click. That is a deliberate choice — the original could click.
  • Voice Mode applies (see Voice Mode), and LOAD KIT > Kitchen Sink Kit adds six ready-made tracks.

Try this: load the Laser Zap preset and move SWEEP RANGE and SWEEP SPEED while the pattern plays.

Synth Tab Knobs

The Synth tab shows up to four knobs, named for the engine the track plays — and only the knobs that engine has. There are no fixed macro names: an Eight-O Cowbell shows none, Donk shows DRIVE, Kitchen Sink shows DECAY and TUNE, and empty slots close up. Hover over a knob for its tooltip. Where the engine can glide, a GLIDE switch sits next to the knobs. Like the other knobs, they can be locked per step.

The four knobs keep their positions when you change engine, so a knob you moved on one engine starts out moved on the next: Cmd/Ctrl + Click puts it back to its centre. The Six-O mod knobs are the one exception (see Switching engines). The knobs of every drum voice are listed under 808 Kit, 909 Kit and 606 Kit above.

10. Slicer & REX Mode

BeatForge features two distinct slicing engines depending on your file type.

1. REX Files: SLC and SEQ

A REX file (.rx2, .rex, .rcy) arrives already sliced — the slice markers come from ReCycle, Reason Studios’ slicing tool. To the right of the waveform strip above the steps, one tall switch reads SLC or SEQ (its letters stacked). It sets how the track plays the loop:

  • SLC (slices): each step, or each MIDI note, plays one slice. Click a slice in the waveform strip to give it to the current edit group — every step in that group then plays it, and you hear the slice as you click. Or Shift-select steps first, then click a slice: only those steps play it. Use more edit groups for more slices; Group Rows show each group on its own row.
  • SEQ (sequence): a step starts the loop, and it plays on through its slices in time with your tempo. Drag left or right across the waveform strip to set the part that plays: playback starts there and stops at its end until the next step. Each step restarts the loop, so for a two-bar loop give the pattern two bars and switch on only the first step. With steps Shift-selected first, the drag sets a range for those steps only.
  • New loops start in SLC. Dropping another REX onto a track that is in SEQ keeps SEQ.
  • From MIDI: Keytrack switches on when a REX loads, so slice 1 is MIDI note 36 (C1 in most DAWs), slice 2 is note 37, and so on. If the slices don’t answer your DAW, check the track’s MIDI channel on the Mixer: a track made with + listens on All Ch, but a REX dropped onto the empty space below the tracks may start on None.
  • Drag REX exports the loop’s slice MIDI, one note per slice: drag it onto your DAW timeline, or click it to save a .mid file.

Try this: drop a REX loop on a track, switch it to SEQ, turn on step 1 and press play. Change the tempo — the slices follow, with no stretching.

Working With Slices

  • Mute a Slice: Option/Alt + Click a slice in the waveform strip to mute it in place — it stays muted until you unmute it or load a new file. Great for thinning out busy loops.
  • Slice Parameter Locks: Shift + Click one or more slices in the waveform strip (a slice in a link group brings its whole group along), then turn a knob: that setting is locked to those slices, whether they play from steps or from MIDI. A plain click on a slice outside the selection drops the selection. When both exist, a step’s own lock wins over a slice lock, and a slice lock wins over the edit group’s setting.
  • The slice menu: right-click a slice for Clear ALL Locks or Clear setting, Group (1–15) to put it in a link group, Remove from Group, Clear Group n, and Output.
  • Per-Slice Outputs: Output sends the slice (or every selected slice) to Main (1-2) or an Aux pair. From track (inherit) follows the track’s own output.
  • Random Slice Mode: right-click the track name > Special Modes > Random Sample/Slice, and every trigger picks a random slice — muted and empty slices are skipped.

2. Slicing Audio Files (WAV, AIFF, FLAC, MP3, OGG)

A sample you load shows the same tall switch beside the waveform strip, reading SLC but unlit. Press it and BeatForge slices the sample at its hits and switches the track to SLC, so each step can play one slice (see REX Files for how steps choose slices). Cmd/Ctrl + Z takes you back to the plain sample. From then on the switch flips between SLC and SEQ, as for a REX.

Fine-tune the slices on the Slicer page (the Slicer button at the top):

  • Sensitivity: how many slices the hit detector finds. All the way down returns the track to the original, unsliced audio (unless you have locked some slices).
  • Stretch (0–100 %): how long a tail each slice gets, like ReCycle’s Stretch. At 100 % slices ring into the gaps at slower tempos; at 0 % each slice stops dead. It works on slices made here, not on REX files.
  • Markers: Ctrl + Click on empty waveform adds a marker, and Ctrl + Click on a marker deletes it — that is the Control key on the Mac too. Drag a marker to move it. Right-click a marker > Lock Slice to keep it when you move Sensitivity (Unlock Slice releases it).
  • Loop brackets: drag in the lane along the bottom of the waveform to set them. The waveform strip and SEQ then use only the slices between them, and MIDI note 36 becomes the first slice inside them. Drag a bracket’s edge to adjust it; a click without dragging clears them. The brackets snap to markers (hold Shift to place them freely) and are set per edit group.
  • Navigate: the mouse wheel zooms, Shift + Wheel or a sideways trackpad swipe scrolls, and pinching zooms; there is also a Zoom slider. Click a slice to hear it. Play/Pause previews the loop and Stop returns to its start.
  • MIDI Export: once you’ve sliced the loop, drag Drag REX onto your DAW timeline for a matching MIDI clip — one note per slice.

High-quality time-stretching and pitch-shifting are powered by Signalsmith Stretch by Geraint Luff / Signalsmith Audio, used under the MIT License.

11. Track Effects: Pitch, Distortion, Lo-Fi, EQ, Filter, Delay & Reverb

FX Tab: Pitch, Pitch Bend & FX Send

The FX tab holds, left to right: PITCH, PITCH BEND, BEND RATE, DISTORTION, BIT DEPTH, SAMPLERATE and FX SEND. Distortion and the two lo-fi knobs are described below.

  • PITCH: -36 to +36 semitones. Right-click it for more choices:
    • Resample or Time Stretch (sample and REX tracks only): Resample works like a classic sampler, so a higher note also plays shorter; Time Stretch changes the pitch and keeps the length.
    • Fine Pitch (0.1 st steps): PITCH moves in tenths of a semitone.
    • Arpeggiator Scale: Smooth / Chromatic, Major Triad, Minor Triad, Minor Pentatonic or Octaves. The track’s pitch snaps to those notes, which keeps pitch patterns in key (see Pitch Patterns).
  • PITCH BEND and BEND RATE: every hit starts PITCH BEND semitones away from its note (-48 to +48) and glides back to it over the BEND RATE time (1 to 2000 ms). Positive values start above the note and fall: laser toms, zaps, dropping kicks. Negative values start below and rise.
  • FX SEND: how much of the track goes to the master reverb send, from -inf to +12 dB (see IR Reverb Send). Since 5.0.4 a new song starts with that send on REVERB through the built-in Medium Room (factory), so turning FX SEND up adds room reverb straight away. For a reverb of the track’s own, use the Reverb tab.

Try this: on a tom, set PITCH BEND to +12 and BEND RATE to about 150 ms for the disco-tom “pew”. A shorter BEND RATE gives a snappier drop.

Good to know: on a few circuit voices (the modelled drum-machine sounds) the pitch is fixed at the moment of the hit. On those, PITCH BEND does nothing, and an LFO on PITCH does not move the pitch while the note sounds: the Eight-O closed hat, open hat, cymbal, clap and maracas, and the Six-O hats and cymbal. On a Mac, open PITCH’s menu with a real right-click (a two-finger click on a trackpad); Control+click shows only the basic knob menu.

Distortion (5 modes)

Right-click the Distortion knob to select one of 5 algorithms:

  • Soft: Warm saturation with rounded peaks. Default character.
  • Hard: Aggressive digital clipping.
  • Foldback: Wave-folding distortion that adds metallic, resonant harmonics.
  • Hardcore: Extreme high-gain drive (10x boost) with a soft-knee limiter.
  • Tube: Authentic Koren 12AX7 valve modeling. Asymmetric saturation with real second-harmonic content. The most musical of the five — use for analog warmth and natural character.

The knob drives from 0 to 30 dB, and the whole range works. Past about 15 dB the sound is already well saturated, so turning further changes it less.

Vintage Lo-Fi (Bitcrusher + Decimator)

Two sliders give you authentic hardware-sampler character:

  • Bit Depth: Reduce from 16-bit down to 2-bit. Right-click to select shape:
    • Arcade: Clean digital quantization.
    • Vintage Sampler: Aggressive noise-shaped quantization with vintage character.
    • Crunch: Hybrid — between clean and vintage.
  • Sample Rate: Hardware-accurate downsampling with proper anti-aliasing, zero-order hold, and DAC-style reconstruction filtering. Get authentic SP-1200 or MPC60 character without digital nastiness.

BeatForge Sculptor EQ

The EQ tab reads, left to right: HP, SUB, THUMP, CLEAN, CRACK, AIR and LP. The five knobs in the middle are drum-tuned bands targeting specific musical frequencies:

  • SUB (60Hz boost + 100Hz cut): Classic Pultec sub trick. Adds weight without mud.
  • THUMP (120Hz): Chest-hitting punch. Boost or cut by up to 12 dB; the centre is flat.
  • CLEAN (400Hz): Boxy lower-mid control, boost or cut.
  • CRACK (3kHz): Aggressive transient snap, boost or cut.
  • AIR (10kHz): High shelf routed through asymmetric tube exciter for harmonic sizzle.

HP / LP: a high-pass and a low-pass filter for extra tone shaping, from 20 Hz to 20 kHz. They are clean filters with no resonance peak, and they sweep smoothly. LP turned fully up is switched off; HP turned fully down rests at 20 Hz, below the deepest kick. Both can be locked per step, drawn in the Lane and moved by an LFO.

Filter Tab: Formant Filter

The Filter tab is a vowel filter for any track: it shapes the sound the way your mouth shapes “aah” or “ooh”. Use it for talking basses, choir-like tones and vowel sweeps.

  • VOWEL: moves through A, E, I, O and U.
  • CHAR: shifts the vowel up or down, like a smaller or a bigger throat (-100 % to +100 %).
  • MIX: how much of the filtered sound you hear. It starts at 0 %, so the filter does nothing until you turn MIX up.

All three can be locked per step and drawn in the Lane, and an LFO on VOWEL sweeps the vowel while the note sounds. Try this: on a bass track, set MIX to 100 %, click VOWEL, open the Lane and draw a different vowel on each step.

Per-Track Delay (4.3.1)

Every track has its own Elektron-style delay on a dedicated Delay tab. The knobs, left to right:

  • SEND: how much of the track goes into its delay, from -inf to +12 dB. It starts at -inf, so the delay is silent until you turn it up.
  • TIME: divisions of the host tempo from 1/32 to 1/1, with triplet (T) and dotted (.) values, so repeats stay on the grid at any BPM. It starts at 1/8. (a dotted eighth).
  • FEEDBACK: 0 to 110 %. Above 100 % the repeats build up into self-oscillation, softly clipped, until you turn it down.
  • HP and LP: a low cut and a high cut that sit inside the feedback loop — repeats get thinner (HP) or darker (LP) as they regenerate, the classic tape-echo behaviour.
  • WIDTH: the stereo spread of the repeats, from 0 % (mono, centre) to 100 %.
  • PING: ping-pong; repeats bounce between left and right.
  • Fully Lockable: The delay send — and the delay parameters — work with parameter locks and edit groups like everything else. Throw a single step into the echo and leave the rest of the pattern dry, or give one edit group its own delay character.
  • Moving it (5.0.1): LFOs move every delay knob except PING. Changing TIME while repeats ring glides their pitch, like tape.
  • Tails: Repeats ring out naturally when the pattern stops, and they are rendered in full when you bounce offline.

Try this: leave SEND at -inf, Shift + Click one snare step and turn SEND up: only that hit goes into the echo, a classic dub throw.

Plate Reverb (Reverb Tab)

The Reverb tab gives every track its own plate reverb. The first three knobs build the room; the last two are a gate that cuts the tail off:

  • SEND: how much of the track goes in, from -inf to +12 dB. It starts at -inf (off).
  • DECAY: how long the plate rings: 25 % is about half a second, 72 % nearly two.
  • TONE: brightness, from 300 Hz (dark) to 20 kHz.
  • GATE: Off at zero. Above zero it sets how long the gate stays open after each hit: 600 ms at the bottom of the travel, down to 20 ms at the top.
  • RELEASE: how the gate lets go, 25 to 1200 ms. Short gives the 80s gated slam; long gives a fade.

The plate is set per edit group, can be locked per step and drawn in the Lane, and LFOs move it (5.0.1). One plate serves the whole track: each hit that sends to it sets the room and opens the gate for the tail that follows, and dry hits leave it alone. Tails ring out until they are silent, for at most 30 seconds. This plate is separate from the master IR reverb (see IR Reverb Send).

Try this: on a snare, set SEND to -6 dB, DECAY to 72 %, GATE about halfway and RELEASE short: the big gated snare of the 80s.

Advanced Envelope (AHDSR)

Precision transient shaping with a 5-stage envelope on the ADSR tab. Its knobs are ATTACK, HOLD, DECAY, SUSTAIN and RELEASE; the times run up to 32 seconds, SUSTAIN from 0 to 100 %.

  • Stages: Attack, Hold, Decay, Sustain, Release. The "Hold" stage keeps the volume at max before decay, essential for punchy body.
  • Tension Curves: Adjust the slope of the Attack, Decay, and Release stages independently. Morph from Logarithmic (snappy) to Exponential (lazy).
  • Draw it: while the ADSR tab is open, the envelope is drawn over the selected track’s waveform (select one track). Drag its corner points to set the times and the sustain level; drag the handles in the middle of the attack, decay and release to curve them.
  • Circuit voices: on the modelled drum-machine voices and Kitchen Sink, ATTACK is greyed out in Hardware voice mode, because the machine fires instantly. To shape attacks, switch the track to Studio (poly): right-click the track name > Voice Mode (see Voice Mode).

ANALOG Envelope (5.0.4)

The ANALOG switch sits to the right of RELEASE. Off, the envelope is the classic AHDSR above, with its curves. On, DECAY and RELEASE behave like the envelope of an analog drum machine: a capacitor discharging into a transistor.

  • The hit shapes the fall: a hard hit falls fast and leaves a long, quiet, ringing tail; a soft hit fades more gently. How hard a hit is comes from its velocity, its accent and a VOLUME lock on the step.
  • Same length: at the same DECAY it sounds about as long as with ANALOG off. Only the quiet tail rings on, to 2.5 times the DECAY (or RELEASE) time on a normal hit and a little longer on a very hard one, and then it ends in true silence.
  • How much ping: the decay and release curve handles in the drawing set it: drag a handle down for more ping, up for a plain exponential fade.
  • When you hear it: ATTACK, HOLD and SUSTAIN work as before. With SUSTAIN at 100 %, the default, the decay stage is flat, so turn SUSTAIN down (to 0 % for a drum hit) to let DECAY shape the hit. RELEASE is shaped whenever a note is let go. With ANALOG on, the drawing shows the analog decay and release, tail included.
  • Per edit group: each edit group has its own switch, and Shift + Click sets all 32 groups of the track. It is saved with the song, it can’t be locked per step, and LFOs don’t switch it. Each click is one undo step. Switched while a note sounds, the stage that is running finishes as it began.

Try this: on an Eight-O Kick track, set SUSTAIN to 0 % and DECAY to about 300 ms, then switch ANALOG on and off while the pattern plays: the body of the kick stays the same, and with ANALOG on a quiet tail rings on after it.

12. Mixer, Inserts & Sends

Click Mixer at the top for the console: one channel strip per track, and the master section pinned on the right.

Channel Strips & Master Section

Each strip, top to bottom:

  • MIDI channel: None, All Ch or Ch 1–16. New tracks listen on All Ch; a track made by dropping a REX or SFZ file below the last track may start on None.
  • MIDI note: the note that plays the track. Learn Trigger... at the end of the list: strike a note on your controller and it becomes the track’s note and channel.
  • Notes button: lists every note the track answers to; click it to edit them (see MIDI I/O).
  • IN / OUT: OUT sends the track’s steps out of BeatForge as MIDI notes, instead of listening for them.
  • AUDIO output: Main (1-2), Aux 1 (3-4) and so on, up to Aux 15. The list only shows outputs your DAW has switched on, and BeatForge starts with Main only, so enable its extra outputs in your DAW first.
  • Pan, then M (mute) and S (solo).
  • COMP: the track’s compressor, with its power button on the left (see Compressor).
  • Fader and level meter, from -inf to +12 dB, with the track’s name at the bottom.

The strip’s fader and pan come after the track’s own VOLUME and PAN knobs: shape the sound on the track, then balance the mix here. The mouse wheel scrolls the console sideways; hold Cmd (Mac) / Ctrl (Windows) to turn a fader or pan with the wheel.

The master section on the right never scrolls. Top to bottom:

  • INSERTS: COMP, then AMP, in the order the sound passes through them, each with a power button.
  • SENDS: IR, the master reverb fed by the tracks’ FX SEND knobs; a new song starts on the built-in Medium Room (see IR Reverb Send). It returns to the master bus before the COMP.
  • MASTER and ACCENT faders. MASTER is the same control as the MASTER level in the top bar; ACCENT sets how hard accents hit (see The Accent Slider).

Click a slot’s name to open its window. Drag a window by its header and resize it from its bottom-right corner; Esc, the X or a click outside closes it, and BeatForge remembers where you left it.

Good to know: if a song routes tracks to outputs the host does not offer, those tracks play through Main and BeatForge says so (Some outputs aren’t available). Your routing is kept, and it comes back once the outputs are enabled.

Compressor (COMP)

Every channel strip and the master carry FetComp, a FET compressor — the same one as the free FetComp plugin. Click COMP to open it; its power button, on the strip or in the window, switches it in.

  • INPUT drives the sound into the compressor: more input, more compression. OUTPUT sets the level that comes out.
  • ATTACK and RELEASE run from 1 to 7. As on the hardware it is modelled on, higher numbers are faster: 7 is the fastest.
  • Ratio: 4:1, 8:1, 12:1, 20:1, or ALL (all the ratio buttons in at once, the aggressive smash).
  • GAIN REDUCTION shows how hard it is working.
  • A / B flips between two settings, on the master and on every track; they are kept until BeatForge’s window closes. COPY and PASTE move settings between BeatForge’s compressors and the FetComp plugin.

A track’s compressor sits before its strip’s fader, so moving the fader does not change how hard it compresses. Shift-drag a knob for finer moves, and double-click it to type a value. The compressor has one setting per track: it takes no parameter locks, edit groups or LFOs. Its knob moves, A / B and PASTE are undo steps.

Try this: on the master, open COMP, pick ALL, raise INPUT until GAIN REDUCTION moves a few dB, then bring the level back with OUTPUT.

AMP: Neural Amp Models

AMP, the second slot in the master’s INSERTS, runs the whole mix through a Neural Amp Modeler capture (a .nam file): an amp, a pedal or a whole rig, learned from the real thing. Click AMP to open its window.

  • Models: LOAD MODEL opens a .nam file and CLEAR removes it. GET MODELS opens tone3000.com in your browser, where players share captures.
  • LIBRARY: click FOLDER and choose the folder that holds your .nam files, then double-click a model in the list to load it. CALIBRATED ONLY shows only the captures that state their input level (marked CAL), the ones CALIBRATE can use.
  • DRIVE sets how hard the mix hits the model, OUTPUT the level after it, and BLEND mixes the amp with the untouched sound (100 % = all amp).
  • LEVEL MATCHING: NORMALISE (on to start with) brings every model to the same reference loudness, so DRIVE stays a drive control. CALIBRATE hits the model at the level it was captured at, using REFERENCE as what 0 dBFS means on your audio interface.

The slot shows the loaded model’s name. With no model loaded, AMP passes the sound through unchanged. Try this: load a crunchy amp capture and set BLEND to about 30 % for parallel grit on the whole kit.

IR Reverb Send

Every track’s FX SEND knob (FX tab) feeds one shared master effect. Click IR under SENDS to open its window, FX SEND:

  • The factory room (5.0.4): a new song starts with the send on REVERB through Medium Room (factory), BeatForge’s own room: a synthesised room of about 7 × 5 × 3 metres with a reverb time of about 0.7 seconds. It is built into BeatForge, so it needs no file, and the IR slot and the window show its name.
  • LOAD IR loads your own impulse response (WAV, AIF, AIFF or FLAC), the recorded sound of a real room or reverb, in its place; CLEAR empties the slot. The window shows the name of the IR that is loaded.
  • The modes: REVERB runs the send through the IR and returns it into the mix; with the slot empty, the send is silent. DIRECT OUT skips the IR and sends the FX SEND signal, dry, out of the output pair chosen under SEND TO, so you can put your DAW’s own reverb on it. The power button on the IR slot switches the send off, and back on in the mode it had.
  • RETURN sets the level of what comes back, from -inf to +12 dB.
  • Saved songs keep their setting: a song or project saved before 5.0.4 opens with its own mode and IR, so it sounds as it did. A song saved with the factory room opens with it again.

Loading an IR switches the send to REVERB and fades the new IR in without a dropout. An IR recorded at another sample rate is converted to your project’s rate, so it keeps its true length and pitch; older songs that used such an IR may sound slightly different now, and they are now correct. On the Mac, the installer also puts mediumroom.wav in /Library/Application Support/BeatForge/reverbIR. Despite its name it is not a room and not the built-in Medium Room: it is a plate reverb with a decay of about 3 seconds, which every earlier installer shipped. It stays so that songs which use it still sound the same. You can load it with LOAD IR like any other file.

Good to know: this reverb is separate from each track’s own plate on the Reverb tab (see Plate Reverb). Try this: on a new song, turn a snare’s FX SEND up to about -12 dB for a touch of room around it.

13. LFOs & Modulation

BeatForge gives you 10 LFOs, each with a fully editable shape and a deep routing system.

LFO Shape Editor

Open it with LFOs on the dock bar. The ten LFOs sit on tabs 1 to 10; they belong to the song, so any track can use any of them.

  • Draw Your Own: Double-click empty space to add a point, double-click a point to delete it. Drag points to move them, and drag the handles between them to curve each segment (logarithmic to exponential). Hold Option/Alt while dragging to snap to the grid; the two number boxes next to the shape menu set its columns and rows.
  • Shapes: The shape menu offers Triangle, Sine, Square, Saw Up and Saw Down — all built from the same points, so you can modify them after loading. Save Custom Shape... and Load Custom Shape... keep your own shapes as .lfo files.
  • Rate: With SYNC on, pick 8/1 down to 1/32 of the tempo, plus Trip (triplet) and Dot (dotted). With SYNC off, set 0.1 to 2000 Hz.
  • Modes: Global runs all the time (a synced Global LFO follows the song position while it plays). Trigger restarts each time the chosen track plays a hit. Envelope runs once from each of those hits and holds at the end. Choose the track in the box next to the mode; with None (Free) the LFO never restarts.
  • Routings: The ROUTINGS list on the right shows every knob this LFO moves. Each row has a depth bar (drag it; double-click sets 0), a bypass dot, a B/U polarity badge and an × to remove it. Right-click a row for Invert depth, Reset depth to 0%, Set depth to maximum, bypass, polarity and Remove routing.

Routing

  • Drag & Drop: Drag the + handle next to the LFO tabs onto a knob. The routing starts bipolar at 50 % depth, and the knob gets an outer ring that shows the range.
  • Depth: Option/Alt-drag the knob (add Shift for finer steps), or use the depth bar in ROUTINGS.
  • Bipolar/Unipolar: Right-click the knob > LFO n Mode: Bipolar (+/-) or Unipolar (+) to toggle modulation polarity.
  • Bypass: Right-click > Bypass LFO n to temporarily disable it without losing your depth setting. Perfect for live A/B comparison. Remove LFO n takes the routing away.
  • One LFO per knob: dropping a second LFO on a knob replaces the first.
  • What LFOs move: the track knobs (VOLUME, PAN, PITCH, PITCH BEND, BEND RATE, DISTORTION, BIT DEPTH, SAMPLERATE, the ADSR knobs, the EQ, the formant filter, FX SEND, the engine knobs on the Synth tab, the delay and the plate reverb), the Mixer’s faders and pans, and SWING and NUDGE — those two follow LFOs 1 to 3 only.
  • What they don’t: SPEED, the master ACCENT fader and the switches and menus (PING, GLIDE, ANALOG, phase invert, the bit-crush style, Arpeggiator Scale) refuse the drop, and so do the compressors, the Donk and Kitchen Sink panels and the AMP and IR windows. Older songs that had such a routing drop it when they load. The MASTER fader accepts a drop, but the LFO does not move it. On the Six-O hats an LFO on DRIVE, DECAY, SWEEP or BRIGHT does nothing either: their shared circuit reads those knobs at each hit, so lock them per step instead.
  • Live Visualization: The modulated knob shows the LFO’s current value as a moving dot on the outer ring.
14. MIDI Learn & Hardware Control

BeatForge has deep MIDI integration designed for hardware-first workflows.

MIDI Learn

  • Knobs: Right-click a knob > MIDI Learn, then move a knob or fader on your controller. MIDI Clear removes the assignment; Reset Control puts the knob back to its default.
  • Mute/Solo Buttons: Right-click a track’s M or S in the track list > MIDI Learn / MIDI Clear. A learned mute or solo button acts on the selected track, whichever track you learned it on, and takes effect right away.
  • Step Buttons: Right-click a step > Learn MIDI Assignment... / Clear MIDI Assignment. A learned step button switches that step on the selected track, in the bar you are looking at: sixteen pads become a hardware step sequencer.
  • While learning: BeatForge shows Move a Knob (CC) or Press a Button (Note) to assign...; Cancel stops it. Controls that send notes work too.
  • One control, one job: learning a CC or note that is already assigned moves it to the new target.
  • Mapping files: the MIDI button in the top bar saves and loads your mappings as .xml files: Load MIDI Config..., Save, Save As... and Clear All Mappings. Mappings are also saved inside each song and project, and loading a song brings that song’s mappings (or none), so keep your controller setup in a config file and load it when you need it.

Hardware Controllers (Launch Control XL)

There is no automatic controller profile: you MIDI-learn the controls you want (see above). BeatForge then lights up the buttons you learned, through its MIDI output:

  • Step lights: learned step buttons show the selected track’s steps in the bar you are looking at. On a Novation Launch Control XL: green = step on, amber = the step’s chance is below 100 %, red = the step has parameter locks, and the playing step flashes bright yellow.
  • Other controllers get the same note velocities (60, 63, 15 and 127) and show whatever colours they give them.
  • Track and bar changes: selecting another track, or changing the bar, refreshes the step lights at once.
  • Mute/Solo Sync: learned mute and solo buttons light up when the selected track is muted or soloed.
  • Getting the lights: send BeatForge’s MIDI output to the controller — in the standalone app under Options > Audio/MIDI Settings... > MIDI Output, in a DAW by routing the plugin’s MIDI output to the controller’s port.

MIDI I/O

  • Per-Track Input: Each track answers its own MIDI note, on every channel by default (All Ch). Pick one channel per track on the Mixer if you need to. A track made by dropping a REX or SFZ file below the last track may start on None: if it doesn’t answer your DAW, set its channel on the Mixer.
  • General MIDI: the kits use the General MIDI drum notes (kick 36, snare 38, closed hat 42 and so on), so MIDI grooves and drum parts from your DAW land on the right sounds. Kit voices also answer General MIDI’s alternate notes when no other track owns them: 35 for the kick, 40 for the snare, 44 (pedal hat) for the closed hat, and the extra tom, cymbal and bongo notes. Each kit voice’s note is listed under Drum Synth Engines.
  • The notes button on each Mixer strip shows every note the track answers. Click it for Triggers on N notes: each note is labelled main note, GM map or added, with an × to remove it. Follow GM drum map switches the alternate notes on or off for this track, and Add note... adds up to seven notes of your own.
  • Learn Trigger... at the end of the strip’s note list: strike a note and it becomes the track’s note, and its channel becomes the track’s channel.
  • Note names differ between programs: BeatForge’s Mixer calls note 36 C2 (36), while many DAWs call it C1. Go by the number.
  • MIDI out: set a strip to OUT and its steps leave BeatForge as MIDI notes, to play another instrument: on the track’s channel (Ch 1 when it is set to All Ch), with accents at full velocity. The strokes of a flam go out as notes of their own, the soft ones at a lower velocity. An OUT track no longer listens to incoming MIDI.
  • MIDI Export: Drag any pattern or REX slice arrangement directly from BeatForge to your DAW (see Export).
15. Standalone App

The standalone app is all of BeatForge without a DAW: it has its own play button, tempo and audio settings. For your first beat, see Quick Start.

Transport, Audio Setup & Window

  • Play and stop: Play/Pause, Stop and the BPM slider (20 to 300) sit at the top left of the Sequencer page. Space plays and pauses on every page, the Mixer and the Slicer too, wherever you clicked last. It does nothing while the licence screen is up, a text box you are typing in keeps its space, and holding the key toggles only once. In a DAW, the DAW keeps its own spacebar.
  • Audio and MIDI: click Options in the window’s title bar > Audio/MIDI Settings... to choose the audio device, the sample rate and the buffer size. On Windows, ASIO drivers are listed too. Tick your keyboard or pads under Active MIDI inputs: the app does not switch MIDI devices on by itself.
  • Safe buffer (5.0.1): when the app opens an audio device with a buffer size nobody chose (the first start, a fallback device, a switch of driver type), it never runs below 64 samples at 44.1 or 48 kHz (128 at 88.2 or 96 kHz, 256 above). A smaller buffer is raised to the listed size nearest 256 (512 and 1024 at the higher rates). A size you pick yourself is kept, and on Windows a tiny buffer left behind by 5.0.0 is repaired once. Tip: 256 or 512 samples is a safe choice for a big kit.
  • Saved states: the same Options menu has Save current state... and Load a saved state..., and Reset to default state, which starts BeatForge fresh at once, without asking — save your song first. When you quit, the app keeps your session and opens with it next time.
  • The window: it has a maximise button. On Windows it fills the screen above the taskbar; on the Mac the green button goes full screen. A maximised size is not saved as your normal window size.
16. Shortcuts, Menus & Files

Knob Gestures & Keyboard Shortcuts

  • Turn: drag up and down. Shift-drag moves in finer steps. On a track’s knobs, Shift also writes the value to all 32 edit groups at once (see Edit Groups), so drag without Shift when you only want the group you are on.
  • Type a value: double-click a knob: the box shows the value the way the knob displays it. Type the new value the same way, units included, and press Enter: 1.2k or 1200 Hz, 800 Hz, 50%L or R25 on a pan, 1.5 s or 300 ms, 2x on SPEED, 1/8. or 1/16T on the delay’s TIME. A number without a unit is read in the unit the box showed: 2 over 1.20 kHz gives 2 kHz, and 1.5 over 1.00 s gives 1.5 s, so type the unit when you cross between ms and s or Hz and kHz. A typed value is one undo step, and on the Gen tab it writes the steps, as turning the knob does. Text without a digit cancels and keeps the old value.
  • Reset: Cmd + Click (Mac) / Ctrl + Click (Windows), or right-click > Reset Control, puts a knob back to its default. On a circuit voice’s Synth-tab knobs that is the centre: the stock machine. Option/Alt + Click does the same on a knob without an LFO.
  • Right-click a knob for Reset Control, MIDI Learn and MIDI Clear, plus the LFO items when an LFO moves it. PITCH, NUDGE, DISTORTION and BIT DEPTH add their own choices on top. On a Mac, open those with a real right-click (a two-finger click on a trackpad): Control+click shows only the basic menu.
  • Hover over a knob for a tooltip that says what it does.
  • LFO depth: Option/Alt-drag a knob that an LFO moves (see Routing).
  • Mixer: the mouse wheel scrolls the console; hold Cmd / Ctrl to turn a fader or pan with it.

Keyboard shortcuts (Mac / Windows):

  • Undo: Cmd + Z / Ctrl + Z
  • Redo: Cmd + Y or Cmd + Shift + Z / Ctrl + Y or Ctrl + Shift + Z
  • Flam on a step: Cmd + Option + Click / Ctrl + Alt + Click, or the same keys with the mouse wheel (see Flams)
  • Delete the selected track(s): Delete or Backspace; undo brings them back.
  • Copy and paste the selected track(s): Cmd/Ctrl + C, then Cmd/Ctrl + V
  • Play / pause: Space (standalone app only)

Step, lane and slice gestures are in their own sections (Basic Sequencing, P-Lock Lane Editor, Slicing Audio Files). If your DAW keeps these keys for itself, click inside BeatForge’s window first; in REAPER, turn on Send all keyboard input to plug-in.

The Logo Menu & Update Bell

Click the BeatForge logo at the top left:

  • Themes: five looks: Classic, The Grid (the default), Nine-O-Nine, Night Drive and Deep Red.
  • Multi-core (1 extra thread): on to start with, so BeatForge renders tracks on one extra CPU thread. Untick it if your DAW or your computer prefers everything on one thread. Change it while stopped, because switching makes a short gap in the sound.
  • Licence... opens the licence panel (see Your Licence).
  • About BeatForge... shows the version, the credits and the name of the file with the full licence texts.

The theme and Multi-core apply to every project and every new instance.

The update bell: when a newer version is out, a small bell appears next to the logo. BeatForge looks at most once a day, and nothing pops up. Click the bell to read what is new, with a Download button. It goes away once you run the new version.

Going back to an older version: keep every computer you share songs with on the same version. A song saved with 5.0.4 or later that uses the built-in Medium Room has a silent reverb send in 5.0.3, which does not have that IR. If an older version saves a newer song, the newer features are dropped: flams, the ANALOG switch and the Six-O mods.

Songs & Files

  • File (next to the song box, above the track list): Save, Save As, Load Song and New Song. Songs are .drsong files. In a DAW your song is also saved inside the DAW project; a .drsong file moves it to another project or to the standalone app.
  • Load Song and New Song replace what is open without asking, and the undo history starts again: save first.
  • The song box lists the other songs in the folder of the song you have open (with none open, BeatForge’s own songs folder); pick one to load it.
  • Remembered folders: every open and save dialog starts in the folder you last used for that kind of file: songs, samples, SYX voices, SFZ kits, MIDI grooves, MIDI export, Bounce, MIDI configs, LFO shapes, amp models, IRs and Kitchen Sink presets. These folders are kept between sessions and shared by every BeatForge instance.
  • Moved samples: if a song’s samples have moved (another computer, a renamed folder), BeatForge looks for each missing file by name in the song’s folder and in the folder above it. It plays the file it finds, and stores the new place the next time you save. Tip: keep your songs folder inside or next to your samples folder. A sample it cannot find leaves its track silent until you load the file again.
  • Damaged files: when a sample, an IR or an amp model cannot be read, BeatForge shows a message that names the file and the reason, instead of going quiet.

REX Files — Frequently Asked Questions

How do I play REX files in Ableton Live?

Ableton Live dropped native REX support in Live 11. Load BeatForge as a VST3 instrument, drag your .rx2 file in, and the slices map to the step sequencer with tempo-locked playback — no conversion, no time-stretching.

Can Logic Pro, Cubase or FL Studio open .rx2 files?

Not natively in current versions. BeatForge runs as a VST3/AU plugin in all of them and reads .rx2 files directly through the official Reason Studios REX SDK.

Is BeatForge like Dr. Octo Rex outside Reason?

Same idea, different host: BeatForge brings Octo Rex-style REX loop playback — slice triggering, sequenced slices, tempo sync — to any VST3/AU DAW, and adds a full drum machine, per-step parameter locks and multi-output slice routing around it.

How do I create new REX files in 2026?

With ReCycle itself — Reason Studios re-released it in 2025 as a free download, with Apple Silicon and Windows ARM support. Slice your loops in ReCycle, then play them in any DAW with BeatForge: a complete REX workflow where the creation tool costs nothing. BeatForge's own slicer also chops WAV, AIFF, FLAC, MP3 and OGG directly.

More questions? Email beatforgehelp@gmail.com — you'll get the developer, not a ticket queue.

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Credits & trademarks

BeatForge is built on the work of others, and they deserve the credit: