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Mixing

This chapter covers practical mixing techniques using LivePilot's tools. All values shown are what you pass to LivePilot commands directly.


1. Volume and Gain Staging

LivePilot uses a 0.0 to 1.0 linear scale for volume, not decibels. Here are the reference points you need to know:

LivePilot Value Approximate dB
0.00 -inf (silence)
0.50 -12 dB
0.70 -6 dB
0.85 0 dB (unity)
1.00 +6 dB

Do not set everything to 1.0. That is +6dB per track. With 20 tracks all at 1.0, your master will clip hard.

Gain Staging Strategy

Start with your kick or bass as the reference point, then mix everything relative to it.

set_track_volume  track_index=0  volume=0.75   # kick — reference
set_track_volume  track_index=1  volume=0.70   # snare — 1-3dB below kick
set_track_volume  track_index=2  volume=0.68   # bass — 2-4dB below kick
set_track_volume  track_index=3  volume=0.50   # hi-hats — 6-10dB below kick
set_track_volume  track_index=4  volume=0.40   # pads — 10-15dB below kick

Target: Master peak around -6dB before mastering. That means set_master_volume around 0.70-0.80 depending on your track count and density.

Relative Volume Guidelines

Element Relative to Kick
Kick Reference
Snare -1 to -3 dB
Bass -2 to -4 dB
Hi-hats -6 to -10 dB
Percussion -6 to -12 dB
Pads/atmosphere -10 to -15 dB
Lead melody -2 to -6 dB
Vocals -1 to -4 dB

2. Panning

Pan range in LivePilot: -1.0 (full left) to 1.0 (full right). 0.0 is dead center.

set_track_pan  track_index=3  pan=-0.30   # hi-hats slightly left
set_track_pan  track_index=5  pan=0.40    # percussion right

What Stays Centered (0.0)

  • Kick
  • Snare
  • Bass
  • Lead vocal or lead melody
  • Sub-bass elements

What Gets Panned

Element Suggested Pan Range
Hi-hats -0.15 to -0.30
Open hats/rides 0.15 to 0.30
Percussion loops -0.40 to 0.40
Stereo pads Hard pan L/R copies
Doubled guitars -0.70 / 0.70
Background vocals -0.50 / 0.50
Effects/risers Automate across field

Stereo Width

Use the Utility device to control stereo width:

find_and_load_device  track_index=4  device_name="Utility"
set_device_parameter  track_index=4  device_index=0  parameter_name="Width"  value=120.0
  • 0% = mono (use this to check mono compatibility)
  • 100% = normal stereo
  • >100% = wider (use sparingly, causes phase issues)

3. Return Tracks and Sends

Why Use Returns

Shared effects on return tracks accomplish two things:

  1. Save CPU — one reverb instance instead of eight
  2. Create cohesion — multiple elements passing through the same reverb sound like they exist in the same space

Setting Up Returns

Return track effects should always be set to 100% wet since the dry signal comes from the source track.

create_return_track
# Use negative indices for return tracks: -1 = Return A, -2 = Return B, etc.
find_and_load_device  track_index=-1  device_name="Reverb"
set_device_parameter  track_index=-1  device_index=0  parameter_name="Dry/Wet"  value=100.0

Then control how much of each track reaches that return:

set_track_send  track_index=0  send_index=0  value=0.40   # kick: light reverb
set_track_send  track_index=1  send_index=0  value=0.55   # snare: more reverb
set_track_send  track_index=4  send_index=0  value=0.70   # pads: heavy reverb

Standard 4-Return Template

This is a reliable starting point for most productions:

Return Purpose Effect Key Settings
A Short reverb (room) Reverb Decay 0.5-1.2s, PreDelay 10-20ms
B Long reverb (hall) Reverb Decay 2.5-5.0s, PreDelay 30-60ms
C Delay Delay Sync on, 1/8 or 3/16, feedback 30-45%
D Parallel compression Compressor Ratio 10:1, fast attack, medium release

High-Pass Your Returns

Low frequencies in reverbs and delays create mud. Always add an EQ Eight on each return track and high-pass at 80-150Hz:

find_and_load_device  track_index=-1  device_name="EQ Eight"
# Enable band 1 as high-pass, set frequency to 100Hz
set_device_parameter  track_index=-1  device_index=0  parameter_name="1 Frequency A"  value=100.0
set_device_parameter  track_index=-1  device_index=0  parameter_name="1 Filter Type A"  value=2.0

4. EQ Basics

EQ Eight

Ableton's EQ Eight is an 8-band parametric EQ. Load it on any track:

find_and_load_device  track_index=2  device_name="EQ Eight"

The First Rule: High-Pass Everything (Except Kick and Bass)

Every track that is not kick or bass should have a high-pass filter removing unnecessary low end:

Element HPF Frequency
Vocals 80-120 Hz
Guitars 100-150 Hz
Synth leads 120-200 Hz
Hi-hats 200-400 Hz
Pads 100-180 Hz
Percussion 150-300 Hz

Cut Narrow, Boost Wide

When removing problem frequencies, use a narrow Q (high Q value, 3.0-8.0) to surgically remove the issue. When boosting pleasing frequencies, use a wide Q (low Q value, 0.5-1.5) so it sounds natural.

Frequency Guide

Range Frequency Character
Sub 20-60 Hz Felt more than heard, rumble
Bass body 60-250 Hz Warmth, fullness, weight
Mud zone 200-500 Hz Boxy, muddy — cut here often
Low mids 500 Hz-1 kHz Body of vocals and instruments
Presence 1-4 kHz Clarity, definition, bite
Brilliance 4-10 kHz Edge, sibilance, detail
Air 10-20 kHz Sparkle, openness, shimmer

The Process

  1. Cut first — identify and remove problem frequencies (mud at 200-500Hz, harshness at 2-4kHz)
  2. Boost second — enhance what makes the instrument sound good
  3. Bypass and compare — toggle the device to confirm you improved it

5. Compression

Core Parameters

Parameter What It Does
Threshold Level above which compression starts
Ratio How much gain reduction is applied (2:1 = gentle, Inf:1 = limiter)
Attack How fast the compressor reacts (ms)
Release How fast it stops compressing after signal drops (ms)
Makeup Gain Compensate for volume lost during compression
find_and_load_device  track_index=0  device_name="Compressor"
set_device_parameter  track_index=0  device_index=0  parameter_name="Threshold"  value=-18.0
set_device_parameter  track_index=0  device_index=0  parameter_name="Ratio"  value=4.0

Bus Compression (Glue)

Apply gentle compression to groups or the master for cohesion:

  • Ratio: 2:1 to 4:1
  • Attack: 10-30ms (let transients through)
  • Release: 100-200ms
  • Gain reduction: 1-3dB maximum

Parallel Compression

Heavy compression on a return track, blended with the dry signal. This adds density without killing dynamics.

On return D:

  • Ratio: 8:1 to 20:1
  • Attack: 0.1-1ms (fast)
  • Release: 50-150ms
  • Threshold: low enough to get 10-15dB of gain reduction

Send drums to this return at moderate levels (0.40-0.60) to add weight.

Sidechain Compression

Duck one element when another hits. The classic: duck bass/pads when the kick plays.

find_and_load_device  track_index=2  device_name="Compressor"
# Set sidechain input to kick track via the device UI or set_device_parameter

Sidechain Settings by Genre

Style Ratio Attack Release Effect
House/Techno (pump) Inf:1 0.01ms 100-300ms Obvious rhythmic ducking
Deep house (smooth) 6:1 0.5-2ms 200-400ms Gentle breathing
Subtle ducking 4:1 1-5ms 200-400ms Transparent clarity
EDM (extreme) Inf:1 0.01ms 50-150ms Hard pump

6. Routing

Viewing Current Routing

get_track_routing  track_index=0

Returns input/output routing, monitoring state, and available routing options.

Changing Routing

set_track_routing  track_index=0  output_routing_type="Sends Only"
set_track_routing  track_index=3  input_routing_type="Ext. In"  input_routing_channel="1/2"

Common Routing Scenarios

Bus/group routing: Route multiple drum tracks to a single group track for shared processing (EQ, compression, saturation).

Resampling: Set a track's input to "Resampling" to record the master output into a new clip.

External gear: Route a track's output to a hardware interface channel, then capture the return on another track.

MIDI to external synth: Set a MIDI track's output routing to your external device, set monitoring to "In" on an audio track receiving the synth's audio.


7. The Mix Workflow with LivePilot

A practical step-by-step approach:

Step 1: Survey

get_session_info

See every track, clip, device, tempo, and time signature in one call.

Step 2: Diagnose

get_session_diagnostics

Catches common problems: tracks left armed, forgotten solos, muted tracks you forgot about, missing devices.

Step 3: Rough Levels

Set volume for every track relative to your kick/bass reference. Do not worry about perfection yet.

set_track_volume  track_index=0  volume=0.75
set_track_volume  track_index=1  volume=0.70
set_track_volume  track_index=2  volume=0.68
# ... continue for all tracks

Step 4: Pan

Place elements in the stereo field. Start with the rules from Section 2.

set_track_pan  track_index=3  pan=-0.25
set_track_pan  track_index=5  pan=0.35

Step 5: Return Tracks

Create your returns and load effects (100% wet):

create_return_track
create_return_track
create_return_track
create_return_track

Load and configure effects on each return per the template in Section 3.

Step 6: Sends

Route each track to the appropriate returns:

set_track_send  track_index=1  send_index=0  value=0.45   # snare to short reverb
set_track_send  track_index=4  send_index=1  value=0.60   # pads to long reverb
set_track_send  track_index=3  send_index=2  value=0.35   # hats to delay
set_track_send  track_index=0  send_index=3  value=0.50   # kick to parallel comp

Step 7: EQ and Compression

Add EQ Eight and Compressor to individual tracks that need it:

find_and_load_device  track_index=2  device_name="EQ Eight"
find_and_load_device  track_index=2  device_name="Compressor"

Configure parameters per the guidelines in Sections 4 and 5.

Step 8: Master Headroom

set_master_volume  volume=0.75

Keep the master peaking around -6dB to leave headroom for mastering.

Step 9: Iterate

Listen. Adjust. Repeat. Use get_device_parameters to check current values, set_device_parameter to tweak. There is no shortcut for this step.


8. Monitoring Tips

Check Master State

get_master_track

Shows the master track's current volume and all loaded devices.

Catch Mistakes

Run get_session_diagnostics regularly throughout your session. It will flag:

  • Tracks still soloed from earlier debugging
  • Tracks muted that you forgot about
  • Armed tracks bleeding monitoring signal
  • Tracks with no output routing

Mono Compatibility Check

Many playback systems (clubs, phones, bluetooth speakers) sum to mono. Check your mix in mono by adding a Utility device to the master and setting Width to 0%:

find_and_load_device  track_index=-1000  device_name="Utility"
set_device_parameter  track_index=-1000  device_index=0  parameter_name="Width"  value=0.0

Use track_index=-1000 to target the master track. For return tracks, use negative indices: -1 for Return A, -2 for Return B, etc.

If elements disappear or get dramatically quieter in mono, you have phase issues to fix. Set Width back to 100% when done checking.


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