Skip to content
1 viewer
CRE8 DAW / SONG WORKSPACE

Song studio

Code notes, play the synth, shape the mix. Your next edit lands on a bar.

Draft stays in this browser tabSwitching pages preserves your draft. Prepare again to play.
Prepare a song to export WAV, MIDI or session JSON.
Stopped · prepare a scoreNO LIVE TAKE

Connecting audio controls…

PHRASES / NOTES

Clips & notes

Prepare a score, then load a lane to edit its notes.

Select a bar phrase to arrange its notes.

Select or drag a bar phrase · double-click to edit notes. Overlapping phrases retain their notes. Bar groups rebuild when you load a lane.

Drag notes to move · drag right edge to resize · arrows move · Shift + arrows resize · Delete removes. Snap controls movement and lane quantization.

Note and phrase edits update your draft automatically. Prepare to hear changes. Your playing take stays intact.

AUDIO EDITOR

Waveform

Import audio or open a prepared mix.
Checking local recovery…

Song in this project

Keep the editable score and MIDI with your audio tracks. Update song audio after preparing edits. The project mix plays one song pass from time zero.

Prepare your song, then Update song audio.

Channel inserts

Add an audio track or song to set up channel inserts.
Help

Choose EQ, filter, compressor, limiter or gate settings in Effects, then add them to a channel. Inserts run in order before channel gain and pan for project playback, overdub and stems. Source audio stays unchanged.

Spectrum settings
Help

Applies to spectrogram and selection analysis. Larger FFT windows resolve closer frequencies but blur timing. Zoom in to inspect brief events: the overview samples a bounded number of time windows. Stereo channels remain separate. Frequency labels describe the display; selection and edits still operate on time ranges across all channels.

Switch to Spectrogram to inspect frequency content.
0 samples selected
Analyze selection · spectrum and levels
Select a time range, then analyze. Results refresh only when requested.
Help

Peak, RMS, DC and clipping cover every selected sample. Clipping counts samples at or above full scale; this is not a true-peak or LUFS meter. Spectrum levels use window-corrected tone amplitudes, not noise spectral density. Peak frequencies are estimates; spectral levels can read lower for tones between FFT bins. Long selections use up to 128 evenly spaced FFT windows; narrow selections use a smaller FFT. Correlation is +1 for matching channels, −1 for opposite polarity and undefined for a silent or constant channel. Results clear when audio, selection or spectrum settings change. CSV includes all FFT bins.

Generate audio · geometry, beats, tones and noise

Shape your sound

Choose a shape and how it moves. Preview to listen, then generate a waveform to edit or export.

Choose your sound motion.

Silent picture preview. Pause to keep a starting angle.

How geometry becomes sound

Left: the projected shape. Right: harmonic strengths from low to high. Position maps to harmonics; projection height weights their amplitude. Dimmed bars are omitted to fit the sample rate.

Follow rotation changes the sound over the full Duration at the selected Rotation speed. Preview or generate pauses the picture and uses that starting angle. Fixed angle keeps a steady spectrum; the volume envelope can still pulse it.

Moving harmonic strengths are smoothed. High harmonics are omitted to leave room for rotation and modulation. Stereo repeats the same tone in both ears. Peak level is a ceiling, not matched loudness.

Help

Binaural sends one sine to each ear; use headphones for separation. Monaural mixes both sines into each output channel. Hold or sweep their frequency difference around a fixed carrier.

Duration follows the sequence, with no trailing gap. Keys: 0–9, A–D, * and #.

Help

Preview plays up to 5 seconds without changing the project. Generate replaces the waveform; Undo restores it. Use Export WAV to save the result. Insert replaces the selection or inserts at the cursor; format must match. Add track places a clip at the timeline cursor. Maximum 60 seconds / 64 MiB. Start quietly when auditioning tones.

Filters, dynamics and noise repair
No noise profile
Choose a processor; preview before applying.
Help

Processing uses the selected audio. Filters use frequency; EQ also uses gain and Q (band width); dynamics use threshold. Compression links stereo channels. The limiter applies an immediate peak ceiling. For noise repair, capture a noise-only passage, then select the audio to clean. Sensitivity boosts the measured noise power; higher values remove more signal. Smoothing spreads gains over neighboring FFT bands; 0 disables it. Listen to removed noise to check what would be lost. A/B previews restart at the same selection start, up to five seconds, with short audition fades and no automatic level matching. Apply commits the full selection with Undo available. Noise profiling and reduction support up to 30 seconds.

Pitch and time · transpose and change tempo
Select audio to change pitch or tempo.
Pitch and tempo are independent. Zero leaves that parameter unchanged.
Help

Positive tempo makes audio shorter; −50% doubles its duration and +100% halves it. Pitch totals −12 to +12 semitones, including cents. Input: up to 30 seconds; output: up to 60 seconds, within 64 MiB processing buffers. Select at least one FFT window. Larger windows favor sustained tones; smaller windows retain more timing detail. Transient protection resets phase at detected attacks. Experimental formant preservation estimates the broad spectral envelope and can color the sound; compare previews on your material. Preview starts at the selection beginning and plays up to five output seconds. Apply replaces only the selection, shifts following waveform audio, and keeps Undo. Stop or parameter changes cancel an unfinished render.

Targeted repair · clicks, gaps and clipping
Select the damaged audio and preview first.
Help

Click threshold is the minimum sample jump; lower values detect smaller spikes and may alter transients. Clipping threshold is the absolute peak level of damaged samples; set it to the recorded clipping level. Repairs use neighboring intact samples and keep duration. Gap repair needs a selection of 1–128 samples with two intact samples on each side. Automatic tools skip damage wider than the width limit or without intact boundaries. Reconstructed peaks can exceed full scale; lower gain before exporting. These estimates cannot recover the original lost recording. Maximum selection: 30 seconds.

Markers, regions and volume envelope
Click or drag the envelope to shape volume, or enter exact values.
Help

The envelope spans the whole waveform. Gain 1 is unchanged, 0 is silence, 2 is twice the amplitude. Points interpolate linearly; the first and last gains extend to the edges. It is a draft until Apply renders the selected range and clears the draft. Undo restores both. Markers, regions and envelope drafts save in audio projects and follow time edits. Up to 256 labels and 128 points.

Non-destructive effect rack
Set an effect's controls, choose its family here, then add it to the rack.
Help

The rack processes effects from top to bottom. Edit loads a node into its effect panel; Update captures those controls. Rack edits and settings save with the waveform and support Undo. Preview renders from the current selected source and plays up to five seconds; rack export downloads the whole processed selection. Ordinary waveform playback and export use source PCM. Render replaces the selection and bypasses every rack effect in one Undo step. Changing the rack does not automatically alter an existing preview; preview again to hear it. Start with up to 30 seconds; output is limited to 60 seconds / 64 MiB, and each processor retains its own limits. Gap repair uses intact samples outside the selection. This is an offline rack, not a real-time insert chain.

Effect presets and repeat
Presets are saved with this audio project. Loading changes controls only.
Help

Choose the family whose current controls you want to save. Saving the same name replaces that preset. Noise recipes include the captured noise profile. Repeat applies the last successful filter, noise, pitch/time or targeted repair to the current selection with Undo. Shortcut: Ctrl/⌘+R while the waveform has focus. Up to 32 presets.

Audio tracks

No audio clips

Native VST3 effects

Process the selected aligned stem with a native effect. The render becomes a new audio track; your original audio stays editable.

Connect a native effects host for this DAW. Load effect checks channel support without changing your audio.

No native effect settings stored in this project.

Prepare a preview to compare before adding a track. Project, source or effect changes discard it.

Track automation

Gain and pan follow project time after inserts. Click the curve to set a point, or enter exact values. Undo and Redo use timeline history.

Add an audio track to draw automation.

Help

Select a clip to edit it. Drag clips to move them in time or between tracks. Left/right arrows on a clip move one sample; hold Ctrl/⌘ for one second. Clips and recorded takes are resampled to the timeline rate when added. Clip changes are non-destructive. Copy clip to waveform opens its source range for processing; add the result to the timeline when ready.

Record audio
Ready. Recording creates a new audio track at the timeline cursor.
Measure recording latency
No measured correction.
Help

Measure plays three quiet test tones and records 2.5 seconds with input monitoring off. Let the selected microphone hear the speakers, or connect an audio loopback cable. Keep levels low. The result includes output, input and acoustic travel time; remeasure when your audio route changes. Test audio is discarded. If the tones cannot be identified consistently, no correction is applied.

Help

Capture stops at five minutes or 64 MiB of PCM. Input latency correction shifts the take earlier; calibrate it for your device. Microphone audio stays in this browser and your saved project.

Import audio, open a prepared mix, or restore a saved audio project.

Editing help

Drag a range, or enter exact seconds or sample positions. Double-click selects all. Ctrl/⌘ + wheel zooms around the pointer; wheel scrolls. Space plays/stops; Ctrl/⌘ A, X, C, V, Z, Shift Z; Delete removes the range. Left/right moves one sample; hold Shift to extend. Home/End jumps to the audio edges. Scrub plays short previews as you drag.

Open prepared mix copies the prepared song; music code and song exports keep their own state. Audio project files include waveform edits, tracks, selection and undo history. Local recovery is browser-specific; save a project file for a portable copy. Each open editor writes a separate recovery. WAV export is 16-bit PCM. Browser imports may resample to the audio device rate. Undo retains up to 32 changes within a 128 MiB budget per editor. Timeline limits: 16 tracks, 128 clips, 64 MiB source PCM and 64 MiB stereo mix.

SOUND DESIGN

Create an instrument

Design a patch, assign it to a musical channel, then Prepare score to hear it. Reuse its name in Music code.

Parameters

Enable a parameter to override the starting patch.

Custom instruments are saved with your score draft.

Prepare a score to open its tracks, clips and envelopes.

Visuals

Sound · stopped

Locked to the transport · stopped

Shader editor

Shader studio

Effect source · GLSL ES 3.0 · Ctrl / ⌘ Enter applies the effect.
Starting the visualizer…Write a void main() body. The shared prelude provides uniforms and spec(), wav(), hsv(), pal(), rot(), noise(), fbm(), smin(), sdCircle() and sdBox(). A compile error keeps the running picture.
Shader inputs

Shader inputs

uBar — Bar number the transport is on, counting from 1; 0 when stopped.uBarPhase — 0..1 sawtooth across one bar.uBass — Measured low-band energy, 0..1 (smoothed).uBeat — Envelope that pops to 1 on a bass transient and decays.uBeatPhase — 0..1 sawtooth across one beat.uCentroid — Spectral centroid (brightness), 0..1.uLvl — Alias of uRms, kept for the original effects.uMid — Measured mid-band energy, 0..1 (smoothed).uOnset — 1 on a scored note or drum hit, decaying to 0.uParts — Score energy per part: x drums, y bass, z pads, w melody+arp.uRes — Canvas size in pixels (vec2).uRms — Measured waveform level, 0..1 (smoothed).uSpec — Two-row texture: row 0 spectrum, row 1 waveform (use spec()/wav()).uTempo — Beats per minute of the running score.uTime — Seconds since the visualizer was created.uTre — Alias of uTreble, kept for the original effects.uTreble — Measured high-band energy, 0..1 (smoothed).
Help

Create a shader picture driven by the audio. Edit effects below the canvas.

Instrument sample · 2 seconds · stereo WAV · current instrument settings · dry audio.

The picture reads the take that is playing: measured audio through the analyser, and the score's own bars, beats, per-part energy and note onsets. Prepare and start a score to see both.

Capture uses the longest bright outline in the center square. Link live follows that outline; blank frames keep the last valid path. Stop ends the link and audio.
Unprepared draft
ArrangementPrepare a score to see its notes
100%

Your compiled drums and note lanes appear here.

Select a phrase or drag it between channels. Prepare applies each draft.