Skip to main content

Documentation Index

Fetch the complete documentation index at: https://docs.sampler.meiji.industries/llms.txt

Use this file to discover all available pages before exploring further.

Assign samples

Assigning is the bridge between browsing and performance. Preparing your pads for jamming and recording.

What this stage is for

At this stage, you turn interesting files into playable pads.

Core controls

  • 1-9 and 0 trigger pads
  • Left/Right (or h/l) move between channels
  • Enter opens the selected channel detail or source selection flow

What happens when you assign a sound

A successful assignment gives you:
  • a sample on a pad
  • a channel in the mixer
  • a source sound that can now be recorded into loops
The assigned sound persists with the session state unless you replace or clear it.

Good assignment strategy

Start with a minimal kit:
  • 1 kick
  • 2 hi-hat
  • 3 snare
  • 4 one loop, chord, bass, or melodic sample
This is usually enough to start recording.
Fingerdrumming is an important part of self-expression when beatmaking.Arrange your samples in a way that feels good when fingerdrumming on the keyboard.Developing these skills will help you tap in that perfect loop every time.

Chops, trim, and per-channel overrides

Assignment is also where deeper sound preparation starts. After a sample is assigned, you can move into:
  • trim workflows
  • chop mode
  • stem selection
  • channel-level sound shaping
When you edit trim points, chop markers, or loop mode from a pad context, those changes apply only to that channel. The same file can play differently on another channel. See Per-Channel Playback for the full model.

Next step

Go to Loop.