> ## 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

> Load sounds onto pads so they become playable parts of your session.

# 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.

<Info title="fingerdrumming">
  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.
</Info>

## 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](/guides/per-channel-playback) for the full model.

## Next step

Go to [Loop](/learn/loop).
