Schwung module
Ableton Move's Drum Rack, extended to 32 pads. Loads Move's own kits and plays them through a reconstruction of the same Drum Sampler voice — and any pad can play a synthesised drum instead.
This manual is for DR32 0.5.2, which requires Schwung 1.5.0 or later. 1.5.0 is where a synth pad's pages learned to follow the pad, where the Resample page became something you can click into, and where the envelope picture learned DR32's two envelope modes. Install and update DR32 from Schwung Manager.
DR32 loads Move's own .ablpreset drum kits and plays them through a reconstruction
of the same Drum Sampler voice — so a kit built on the device opens here and sounds like
itself, with twice the pads.
It is a Schwung sound generator: add it to a chain slot like any other instrument. It has no interface of its own. Every page below is Schwung's own knob grid.
Jog moves between pages. The pad banks — Pad, Shape (or a synth pad's own pages) and Mix — all edit the same pad, so the pad you pick on one is the pad you are editing on all of them. On Category, click to go in, then click a row to open that category's kits.
DR32 opens empty. Kits live under Category, grouped by the library's own folders, with everything you have made under My Kits. Init, at the top, holds one kit, Init: it puts DR32 back exactly as it is when you first load it — every pad empty, every setting at its default.
Going into a category loads its first kit, the same as scrolling onto it would — unless the kit you have loaded is in that category, in which case the list opens on it and nothing is reloaded. Choosing Init is therefore all it takes to load Init.
The list is built by DR32 rather than by the file browser, and only real drum racks appear in it. The first time you open it, DR32 reads the library in the background, so for a moment the list may show only Init while the rest fills in. Move's preset folder holds presets for every instrument — on a typical device, several hundred files of which only a fraction are drum kits — so a plain file browser would offer you a great many things that cannot load.
Scrolling the kit list loads what you land on. Move the cursor and the kit under it loads a moment after you stop, so you can hear your way through a category. There is no undo: the kit you were on is replaced. Save your work before browsing.
32 pads, notes 36–67. Hitting a pad selects it for editing while the transport is stopped; with a pattern running, the editor follows only on a host that reports live presses. The PAD knob selects a pad by hand, and shows its number, 1–32, in large type. A kit's drums are seated by the note that plays them, so pad 1 is always note 36 and the number you see is the pad you hit.
Pad, Shape and Mix are views of the same pad — pick it on any one of them and it is picked on all of them. Each pad's name in the header follows what it plays, a sample's name or a synth drum's, and updates as soon as you change it.
ENGN chooses what the pad plays. It opens a picker with a section per engine: Sample leads to Move's library and your own, and each synth engine lists its drums (see Synth drums). Scroll to put a drum on the pad and hear it; click to keep it and close.
On a sample pad, ENGN opens in the folder its sample came from, with the cursor on it, so you can step through neighbouring samples by ear. A sample you pick plays to its end: picking one sets the pad to Trigger with Hold at Inf. Turn Hold down on Shape for a shorter hit.
| START · END | Playback region, drawn over the waveform. Sample pads only. |
| TRSP · DETN | Transpose in semitones, detune in cents. |
| CHOKE | Choke group. Pads sharing a group cut each other off. |
| ATTACK · HOLD · DECAY | The amp envelope (the Shape page, sample pads only). The knobs are weighted for short times: the first half of each turn covers up to 1 s (Hold, Decay) or 100 ms (Attack), in fine steps, and the rest reaches the long end. Hold turned fully up is Inf. While you turn one, a box over the page shows the time; the header line and the knob's label show its position, 0 to 1. Hold Shift for finer steps. |
| ENV | Trigger or Gate, as on Move's Drum Sampler (the box reads Triggr). Trigger plays through attack, hold and decay whatever the note length; Gate holds the sound while the pad is held, then decays. The envelope picture follows it: in Gate, Hold does nothing, and the picture shows a sustain instead. |
| CUT · RES · TYPE | Filter, four types, with FILT as its on/off switch. |
| VELVOL | How much velocity affects level. |
| VOL · PAN | Per-pad level and position. |
| WMODE · WIDE · WFREQ · TIME · COMP · LATE | The Stereo page: three ways to widen a pad, chosen with WMODE. Comb spreads the pad without moving it off its pan position, and a mono mix-down is unchanged. Haas delays one side by up to 15 ms: more character, and the sound leans toward the side that arrives first. Disperse is modelled on a popular mono-compatible widener, measured from its output: mono-safe like Comb, with a smoother, less metallic spread; past the middle of the knob it keeps getting wider by lengthening its internal delay. WIDE sets how much; the direction you turn it mirrors the image (with Haas, which side leans). WFREQ is a crossover below which nothing is widened, so a kick's top can go wide while its body stays in the middle; at 20 Hz the whole pad widens. TIME sets the widener's internal delay yourself (0 = each mode's own): longer is denser and smoother, shorter is more coloured. With Haas, TIME set makes it a classic Haas: TIME is the delay and WIDE how much of the delayed side you hear. LATE (Haas only) sets the delayed side's level: turn it up to pull the image back toward the centre. COMP keeps the pad's loudness steady as it widens, at the cost of making it quieter in mono. At WIDE 0 the pad is untouched. Every pad, sample or synth. |
| PUNCH · PTIME | Move's transient shaper. Above zero it turns itself on. Sample pads only. |
| MASTER | Level for the whole kit — on its own page, because it is not a pad control. |
Any pad can play a synthesised drum instead of a sample. Pick one from ENGN and the pad stops being a sampler and plays that engine's voice. Mix them freely: a sampled kick, an 8W8 cowbell and an Urchin ride can sit in one kit. Everything around the voice stays DR32's — volume, pan, choke groups, the sends, the buses, Copy and Link treat a synth pad exactly as a sample pad.
| Simian | OneTrick SIMIAN 2's voice: a tuned oscillator that morphs from triangle to cymbal, filtered noise and a click, swept by one envelope. Pages Tone and Noise. |
| Urchin | OneTrick URCHIN's physically modelled drums — a struck shell with a resonant head, or a bank of partials for hats and cymbals — with its Media page: vinyl or tape noise, saturation, sample rate and bits. Pages Drum · Shell · Chop · Media, or Cymbal · Chop · Media. |
| 9W9 | TR-909 style: circuit-modelled kick, snare, toms, rim and clap, and sampled hats, ride and crash as on the real machine. 11 drums. |
| 6W6 | TR-606 style, on AudioKit's 606-Inspired-Synth-Drums. 8 drums. |
| 8W8 | TR-808 style circuit models, congas, claves, maracas and cowbell included. 16 drums. |
| CW-78 | CR-78 style, modelled from the service notes: bongos, guiro, tambourine and metal beat among them. 14 drums. |
| ChowKick | Chowdhury DSP's kick synth: a pulse shaped by a modelled diode circuit, rung through a nonlinear resonant filter, with noise that follows the drum. Pages Pulse, Body and Noise; its five factory presets are the drums. |
| FM | DR32's own FM drums, after the idea of the Machinedrum's EFM machines: a swept sine carrier, a modulator with feedback, and a filtered noise layer. Four engines, each with knob ranges sized for its drums: FM Kick (Kick, Tom), FM Snare (Snare, Clap, Rim; its noise can fire repeated Bursts, as FM Perc's can), FM Metal (hats, cymbal, cowbell: three cross-modulated operator pairs for a dense, clangy wash) and FM Perc (wide ranges and a Mangle page of noise FM, ring mod, crush and bits, for strange sounds). Every engine has Tone, its FM page, Noise, Output (Tone<>Noise, Drive, Low Cut and High Cut) and Velocity: how hard you hit can move the pitch, the sweep, the decay, the FM depth and the noise, and a full-velocity hit always sounds exactly as the knobs are set. Sweep goes both ways: below zero the pitch rises into the hit. 14 drums. |
Every drum starts from its engine's own factory values and is yours to change. A synth pad has no Start/End, Shape page or Punch, because those belong to the sampler.
A module installed beside DR32 can offer its own voices as engines. If one of your modules does, ENGN shows a section named after it, below DR32's own, listing its drums; the pad's pages are that module's knobs. There is nothing to set up, and these pads work like any other synth pad: volume, pan, choke groups, sends, buses, Copy, Link and Resample all apply.
The module has to be installed for the pad to play. If you open a set on a Move that does not have it, the pad is silent and its name reads “name missing”. Nothing is lost: the pad keeps its sound and settings in the set, and plays again once the module is installed. A newly installed module's section appears after the Move has restarted.
9W9, 6W6, 8W8 and CW-78 each give a pad one drum of the machine, played exactly as the machine plays it. Their page is Voice, the machine's own panel for that drum:
| TUNE · DECAY | On every drum (the 9W9 rim has no decay; the 9W9 snare's is its Tone, the length of the snappy noise). |
| its own knob | Where the drum has one: Attack, Snappy, Tone, Noise, Rate, or the 9W9 kick's P.Depth and Pitch. |
| DRIVE · DIST | The drum's own drive, and its character: diode, clip, saturation, fuzz, crunch, fold or crush. |
| VEL | How far a soft hit falls below a hard one. On most drums it changes the sound as well as the level, as it does on the machines. |
The knobs run 0–127, like the machines' own. What the machines have around their drums — reverb, delay, master drive, the CW-78's rhythm player — is not here: DR32's Mix page and the sends do that job.
Velocity and pitch on a synth pad. The engine already answers velocity, so a synth pad's VVOL starts at 0; turn it up to add DR32's velocity-to-volume on top. TRSP and DETN retune the drum — except the 9W9 kick, whose Tune is the time of its pitch sweep rather than a pitch, as on a 909.
Hold Copy and hit a pad: that pad is the source. Every pad you hit while you keep holding is pasted into — sample and all. Hold Delete and hit pads to clear them back to defaults, and Undo puts back the last pad you overwrote.
It is the oldest gesture a drum rack has, and it works off the pads themselves rather than a menu, so building a kit out of one good snare takes a couple of seconds.
What travels is the whole pad, not just what happens to be on the page you are looking at: the sample (or the synth drum and all its knobs) first, then tuning, envelope, filter, level, pan, sends, Wide and Punch. What does not travel is what makes a pad that pad — its note, and where it sits in its own sample folder.
LINK sets one parameter across every pad at once. Click it on, turn a knob and every pad takes that value. It releases as soon as you change anything else — another knob, a sample, a browse step, the master level — so the next thing you touch is the focused pad's alone. Playing a pad does not end it, so you can audition while you sweep.
A synth knob spreads to the pads that have that knob — the Decay of an 8W8 drum reaches every 8W8 pad and no other. It never spreads the things that make a pad a distinct pad: its sample, its synth drum, its note, or the sample-browse position. It is off whenever DR32 loads.
DR32 publishes all 32 pads to Schwung's module bus framework. The host can group any subset of them onto a bus that renders into its own buffer and carries its own chain of insert effects — hats through a reverb while the kick stays dry, or the whole top end through a compressor without touching the low drums. You build the groups in Schwung rather than in DR32, and the pads arrive named after the samples in the loaded kit, so you pick Kick 707 rather than voice 3. Pad identity is stable, so a routing survives loading a different kit.
Each pad has its own SNDA and SNDB amount, in decibels, feeding Schwung's two global return buses. Put whatever effect you like on a return and every pad can tap it at its own level — one reverb shared by the kit, rather than one inside each pad. A kit imported from Move brings its own send amounts with it.
Buses group, sends tap. A bus is where a set of pads goes; a send is how much of a pad goes somewhere shared. Both arrived in Schwung 1.3.0. DR32 carries no effects of its own — all of this is the host's, so any Schwung effect module works here.
Your edits are stored in the Schwung set, on top of the kit that was loaded — so a set records which kit you used and what you changed about it. Kits themselves are Move's files and are never modified.
Synth pads live in the set only. A Move kit holds samples, so a kit that mixes samples and synth drums is kept in your set, and loading a Move kit turns every pad back into a sample pad.
Resample turns a pad into a sample of what it plays and puts that sample on the pad. It is the last page: jog to it and click in, as on Category, then pick a row — the screen for it opens right there. (The row highlight appears with your first turn or click after clicking in.) Cancel or OK comes back to the list; Back leaves.
Resample Pad shows the pad you last hit by hand — its number and name, and on the next line the velocity you hit it with. It follows as you hit pads. Choose Resample to take that pad at that velocity, or Cancel. Resample Kit asks “Resample all non-sample pads in kit?” — every synth pad, at velocity 100. Sample pads and empty pads are left alone.
The sound is baked in: the engine and its knobs, tuning, the envelope, the filter and Punch come back to neutral, so nothing is applied twice. Volume, Pan, the sends, the Stereo page and Choke stay live, and the level is matched — a hit at the captured velocity sounds exactly as it did. A sample pad keeps its velocity response; a synth pad's is baked at the captured velocity. Effects on a module bus are not captured — the host adds them after DR32 — and the pad stays on its bus, so they keep working on it.
Files go to User Library › Samples › DR32 Resample, 24-bit, named for the sound, the velocity and the date (“FM Kick v100 2026-09-22”), with a number added if the name is taken. Capture stops after a second of silence, or at 20 seconds. It runs in the background: the pad keeps playing its old sound until the file is written, and leaving the screen does not stop it. If you change the pad while it runs, the file is still saved but the pad is not switched.
DR32's synth drums are other people's instruments, carried over whole. Thank you to everyone who made them and shared them.
| Simian | OneTrick SIMIAN 2 by Punk Labs (GPL-3.0-or-later), unmodified. Its cymbal wavetable is a sample by Kevin Hall (CC0). |
| Urchin | OneTrick URCHIN by Punk Labs (GPL-3.0-or-later), unmodified. The OneTrick instruments are free as in rights, not as in beer: if you play them, buy them from Punk Labs. |
| 9W9 | 9W9 by athousanddetails (GPL-3.0), which began as a port of ER-99 by Matthew Cieplak (GPL-3.0); its hi-hat, ride and crash samples are ER-99's. |
| 6W6 | 6W6 by athousanddetails (GPL-3.0), whose voices are 606-Inspired-Synth-Drums by Matthew Fecher / AudioKit Pro (MIT). |
| 8W8 | 8W8 by athousanddetails (GPL-3.0). Its rim shot follows sc808 from Sonic Pi (Samuel Aaron and contributors, MIT), adapted from Yoshinosuke Horiuchi's SC-808. |
| CW-78 | CW-78 by athousanddetails (GPL-3.0). |
| ChowKick | ChowKick by Jatin Chowdhury / Chowdhury DSP (BSD-3-Clause), ported to DR32, with Chowdhury DSP's chowdsp_wdf running its diode circuit. |
| FM | DR32's own, after the idea of the Elektron Machinedrum's EFM machines. Its filter follows Andy Simper's published state-variable filter. |
| Sampler | DR32's own reconstruction of Move's Drum Sampler voice. |
DR32 runs on Schwung by Charles Vestal, who also contributed fixes to DR32 itself. The Faust engines are compiled with Faust by GRAME.