Chop Machine User Guide
Algorithmic Sample Sequencer
Chop Machine turns up to 8 samples into an evolving, algorithmically sequenced performance. Load your sounds, set a rate and a motion shape, dial in chaos, and the engine builds a pattern that chops between your slots. From there you refine it by hand with pins, silences and saved scenes.
Runs as VST3, Audio Unit (AU) and a Standalone app on macOS and Windows.
Version 1.1.0, what's new:
Key Features
- Fill Machine
- Random fill: fill slots with random samples from folders you choose
- Split slices: auto-chop can split a file into separate samples
- Play and arm stay live while Fill is open
- Chaos pitch toggle: turn pitch on or off for chaos
- MIDI scenes: MIDI notes recall scenes, and Burst gets its own note
- Scene keys: number keys 1 to 8 switch scenes in the Standalone
- Arm button: turns the sequencer on or off while the DAW transport runs
- Collapse toggles for the samples and engine sections on desktop
- Settings screen
- Editable MIDI note map in Settings, with a reset to defaults
- Demo upgrade: enter a full license key while still in demo mode
- Tooltips on hover, with an on/off toggle
- Dark mode (Appearance: Light / Dark)
Minor
- Seed edit: type in a chaos seed
- Sequencer V2: Ramp reaches every slot (1.0 patches keep V1 behavior)
- Legato resets when a scene is recalled
- No hard cut at the end of a source
- Attack and Decay now stretch over the gated hit and respond better to sample length
- Loop exports are now backed up automatically (needed for DAWs that only save references to samples)
Bug Fixes
- Steps no longer double or drop at audio block boundaries
- Patch saves are lossless
- Tile chaos readouts are correct when Phase isn't 0
- Master volume ramps no longer depend on buffer size
Prefer it offline? Download the PDF. It is the same guide, also installed with Chop Machine.
Activating Chop Machine
Chop Machine is unlocked with a product key. On first launch a window asks for your key. Paste it in and click Activate. Your key is remembered on that machine and checked again at each launch, so the window won't come back. Until you activate, the instrument stays silent.
- No key yet? A free 5-day demo key is available at tendergreenstudio.com/demo/chop-machine.
- Activation is offline. No internet connection or account is required.
- An active demo can be upgraded to a full license key via the settings screen.
- Once activated, your name, email and license type show under License in Settings.
Quick Start (60 seconds)
- Add Chop Machine to an instrument or MIDI track in your DAW, or open the Standalone app.
- Load a sample. Press the ⤓ load button in a tile's header, or drag an audio file onto its waveform strip. Load a few across different tiles.
- Pick a rate. Set RATE, say
1/16, for how fast the engine chops. - Play it. In Loop mode, which is the default, start the host transport in your DAW and the pattern follows the host tempo. In the Standalone, press ▶ Play and set the BPM.
- Make it move. Turn up CHAOS, change the MOTION shape, and hit RE-ROLL until you find a pattern you like.
- Refine. In the scope, click a step to pin it, or click the rail under a step to silence it.
- Save the moment. Click SET, then a SCENE pad, to store the whole engine state for
instant recall. Use ⤒ Save in the top bar to write a
.choppatch file, with your samples embedded so it is fully self-contained.
That's the loop. The rest of this guide explains every control.
Want to hear it working first? Press ⤓ Load and open one of the factory patches. They arrive with their samples, scenes and settings already in place. Hit RE-ROLL from there and you're off.
The Interface
Chop Machine has three regions:
- Top bar: Transport, patch load and save, tempo, the section toggle, and the menu (Settings and About).
- Sample tiles: 8 sample slots where you load and shape each sound.
- Engine section: The pattern scope, the rate and motion controls, articulation, chaos, seed and the scene pads.
Top Bar
| Control | What it does |
|---|---|
| Menu (three lines) | Opens a small menu with Settings and About Chop Machine. A click anywhere else closes it. |
| Settings (in the menu) | Opens the Settings screen. Tooltips turns on a short hint when you hover a control (off until you switch it on, and the same in every instance on this machine). Appearance switches the window between LIGHT and DARK (Light until you change it, and the same in every instance on this machine). Open windows change at once. License shows who the license belongs to (name and email) and its type: a full license, a demo with its expiry date, or a beta. While you are on a demo it is also where a full key goes in. MIDI notes sets the notes Chop Machine answers to (see Changing the notes). Under a line at the bottom, Current patch settings holds the one setting saved with the patch rather than with the machine: the Sequencer version (see Sequencer version). It closes from its close button or Esc, never from a click outside it. |
| About Chop Machine (in the menu) | Version, the Chop Machine web page, and contact links (email, Discord and Reddit). Start the tutorial launches the built-in walkthrough, a short series of highlighted steps pointing out the main controls. The walkthrough also runs by itself the first time you open Chop Machine. |
| Section toggle (Mac and Windows) | Click a pane to toggle the collapsed mode for the corresponding section. |
| LOOP / BURST toggle | The master transport mode (see Transport Mode). |
| Export | Click it to open the export card: the current loop as a clip you drag into your DAW, your file browser, or onto a tile's waveform to resample it into that slot, plus Save WAV... to save it with a file dialog instead. You can also drag the button itself. It dims while every slot is off, because there is nothing to export. See Drag-Out Loop Export. |
| Fill | Fill multiple slots at once with auto chopping and folder fishing. See Fill. |
| Load | Open a .chop patch file. Restores all samples, settings, scenes and scope edits. |
| Reset | Return to Default Patch. Clears loaded samples, wipes all scenes and puts every setting back to the state a brand-new instance opens on. |
| Save | Write the current state to a .chop patch file, with the audio embedded so it stays portable. It opens in your patch folder, where the factory bank lives too. See Where Your Files Live. |
| Patch name | The name of the patch you're working on. Double-click it to rename. |
| BPM / sync pill | The working tempo. In a DAW it follows the host, and the pill reads SYNC. In the Standalone it is editable: use the steppers, scroll, or double-click to type a value between 40 and 999. |
| Play / Stop | In the Standalone, starts and stops playback. In Loop it runs the pattern continuously on the internal clock, and in Burst it fires one pass. In a DAW the host transport drives Loop instead. |
| Arm (DAW only) | Arm and disarm the sequencer when hosted in a DAW. |
Load, Save and Reset grey out while playback is running. Stop the transport to use them. Fill stays available, so you can swap samples live (see Fill from One Sample).
Sample Tiles
Each of the 8 tiles is one independent sample slot. From top to bottom a tile holds a file load button and enable toggle, a waveform strip and a bottom control row.
Enabling and muting a slot
A small enable toggle sits at the top of each tile and is on by
default. Switch it off to drop that slot out of the pattern. The whole tile dims as a visual cue,
the engine chops only between the slots that are still enabled, and the slot's lane disappears from
the scope. Turn it back on to bring the slot back. Each slot's enable state is captured by scenes
and saved with your .chop patch.
Loading a sample
- Press the ⤓ load button in the tile's header, to the left of the on/off toggle, to open a file browser. You can also drag and drop an audio file onto the tile's waveform strip.
- The waveform draws once the sample is loaded. The maximum length is 20 seconds, and longer files prompt you to use the first 20 seconds or cancel. WAV, AIFF, FLAC, Ogg and MP3 all load.
- To replace a sample, load a new file onto the same tile.
- Loading while the pattern plays follows SYNC, like the Fill popup. With SYNC on, the new sample lands on the next bar line, and the tile's number badge blinks until it does. With SYNC off it goes live at once. Either way the start point goes back to the beginning.
- The tile shows the sample's name. Double-click it to rename the slot, or clear it to go back to
the file's own name. Slot names travel with your
.choppatch.
The waveform strip
Playhead. While the slot is sounding, a line tracks playback across the waveform, both during preview and live sequencing.
Start-point nub. A small downward triangle with a vertical line marks where BEGIN and the Legato types start playing. Drag it to move the start point.
Fine scrubbing. Hold Shift while dragging the nub and it moves at a much finer scrub rate. A small readout appears beside the nub giving the start position in seconds and milliseconds. You can press or release Shift part-way through a drag and the nub carries on from where it is rather than jumping.
Start-point audition. While playback is stopped, dragging the nub plays a short burst from the new start point, so you hear where you're landing as you move it.
Bottom control row
| Control | What it does |
|---|---|
| Preview | Plays the sample one time, beginning from the start point, so you can audition it without sequencing. Follows the set attack and decay, along with the gate size so you can preview how it will sound in the sequence. |
| Level | This slot's volume. |
| Pitch | Transposes this slot up to ±36 semitones by playing back at a higher or lower speed. |
| Attack | A fade in at the start of each hit, to soften the transient. It is a share of the hit: at 50 the fade in takes the first half of the hit, whatever the rate, the gate or the sample's length. At 0 the hit starts instantly; at full, marked HOLD, it swells across the whole hit. |
| Decay | The fade out of each hit, as a share of what follows the attack: at 50 the hit is silent halfway through, and near the top it fades out just as the hit ends. At full, marked HOLD, the slot holds at Level for the whole gate. Lower it for a plucky, decaying tail. |
| Playback type | Where the slot plays from on each hit. Four options, below. |
| Reverse | The round toggle plays this slot backwards. When it is on, the waveform display mirrors as a visual cue, and the start nub and controls behave as they do going forward. |
Playback types
| Name | What it does |
|---|---|
| BEGIN | Every hit starts from the slot's start-point nub, which sits at the very beginning until you move it. |
| RANDOM | Every hit starts from a random position in the sample. |
| LEGATO CONT | A free-running cursor walks through the sample across hits, and keeps going across loop cycles, so the slot evolves endlessly. Good for turning a loop into a moving texture. |
| LEGATO RESET | Like LEGATO CONT, but the cursor returns to the start at the top of each loop, so every cycle repeats the same evolving sweep instead of drifting away. |
Recalling a scene resets all legato slots to their start points.
Tip: BEGIN is tight and percussive, RANDOM is glitchy and unpredictable, and the two Legato types are smooth and evolving. Experiment with mixing playback types across slots for dynamic chop patterns, and let Decay take you from sharp stutters at the low end to sustained pads at HOLD.
The Engine
This is the algorithmic heart of Chop Machine. The engine generates a step pattern from your settings, and you can steer or override it. The sections below follow the engine panel from top to bottom.
The Scope (pattern editor)
The scope sits at the top of the engine and shows the pattern it has generated. Each step is plotted at the height of the slot it will play, and the current step lights up as it plays. Only slots that are switched on get a lane, so with every slot off the scope stays empty. You can override the algorithm directly here.
- Pin a step by clicking its node. A ring appears, and the step keeps playing that slot through a re-roll, a chaos change or a new motion, even when it is the slot the engine already chose. Click a ringed node again to unpin it.
- Pin a step to another slot by clicking that slot's lane in the step's column, or drag across the scope to pin a run of steps in one stroke.
- Silence a step by clicking the rest rail, the strip under the lanes, below that step. An ✕ appears there (hover over the rail and a faint ✕ shows where a click will land). Click the ✕ to bring the step back. Right-clicking a node also silences it; on a touch screen, press and hold.
- CLEAR EDITS, the small button at the top right of the scope, wipes every manual override, both pins and silences, and returns the scope to the pure algorithmic pattern. Your knobs and settings are left alone.
Reading the scope: articulation SKIP steps appear as a gap with no node, REPEAT steps re-fire on the previous sound's lane, HOLD steps draw a rounded sustain bar where that sound rings on, and the ✕ is reserved for steps you silenced by hand.
Pins and silences are saved with your patch and your scenes. They are part of the performance.
Rate, Motion, Amplitude & Phase
The row directly under the scope.
RATE is the step speed, given as a musical division: 1/4, 1/8, 1/8T (triplet), 1/16,
1/16T, 1/32. Faster rates mean more chops per bar. Use the ◀ value ▶ stepper to change it.
MOTION is the shape of the sweep the algorithm uses to move across your slots: Ramp, RampDown, Triangle, InvTriangle, Sine, Random. It shapes the contour of which slots get chosen as the pattern progresses. Ramp climbs through the slots, Sine swings back and forth, Random scatters. Each shape sweeps once per bar at every rate, triplets included.
AMPLITUDE is the height of that motion wave, meaning how far it reaches across your slots, scaled around the center of the pool. At 100 the sweep spans as many enabled slots as possible. Turn it down to squeeze the motion into a tighter band around the middle slots, which narrows Random too. Amplitude shapes the clean motion only. Chaos still reaches everywhere regardless, so you can keep an orderly core and let chaos roam over the top of it.
PHASE slides the whole pattern back and forth in whole-step increments. The engine rotates the resolved step pattern, so the selection, the articulation and your pins and silences all ride along together, and you can shift the groove earlier or later without re-rolling. At 0 the pattern is unchanged, and changing RATE returns PHASE to 0.
Sequencer version
Every patch remembers which version of the sequencer engine it plays. Change it in Settings, under Current patch settings: pick V1 or V2. It is saved with the patch and with your DAW project, not with the machine, so each patch keeps its own.
- V2 is the current engine. New instances, Reset and Default Patch use it. Its Ramp and RampDown reach both the first and the last enabled slot: at 1/8 with all 8 slots on, Ramp plays slots 1 to 8 in order, and at 1/16 it plays each slot twice. Each slot's Attack and Decay are a share of the hit, so every position of the knob is heard at any rate and with any sample.
- V1 is the engine from Chop Machine 1.0. Patches and projects made in 1.0 open on V1, so they keep playing exactly as they did. On V1, Ramp stops one slot short of the top and plays one slot twice (at 1/8 with 8 slots: 1 2 3 4 5 5 6 7), and RampDown does the same in reverse. Attack and Decay are fixed times (up to half a second and one second), cut short when the hit ends, so on short hits the top of each knob makes no difference.
Articulation (SKIP / REPEAT / HOLD)
The next row down. Articulation periodically alters steps to add groove and variation. One mode is active at a time.
| Mode | What it does |
|---|---|
| SKIP | The affected steps are dropped, as though those chops had been deleted. |
| REPEAT | The affected steps re-fire the most recent sample, giving rolls and re-triggers. |
| HOLD | The affected steps let the previous sample ring on without re-triggering. |
Two controls shape it. EVERY STEPS (1 to 4) is the number of untouched steps before an
articulation begins, and the amount knob (0 to 4) sets how many steps in each articulation
are affected before the pattern repeats. At 0 articulation is off. The knob's caption changes to
show the active mode.
Chaos, Tune, Gate, Swing & Volume
The knob row.
CHAOS modulates numerous parameters. It has its own section below.
TUNE is a global transpose of ±24 semitones, two octaves either way, applied on top of each slot's own Pitch. Use it to move the whole instrument in key. At 0 nothing is transposed.
GATE sets how long each chop sounds. Low gives short, stuttery, gated hits. Higher values let each chop ring out more. The Attack/Decay settings for each sample slot operate within this gate.
SWING adds groove by delaying the offbeat steps. At 0 the pattern is dead straight. Turn it up toward a hard 3:1 swing. Swing is captured by scenes and saved with your patch.
VOLUME is the overall output level of the plugin.
The Chaos Engine
Chaos is one of Chop Machine's key features. It is there so you can find something sonically interesting quickly, by discovery rather than by editing steps one at a time. The knob sits at 0 to begin with, so a fresh instance has no chaos at all. Turning it up does more than add randomness. It moves the instrument through stages, where the character of the disorder changes along with the amount.
Low on the knob, only a few steps ignite. The disorder is light and your pins and silences stay intact. As you climb, more steps catch and the effects deepen continuously. There are no hard switches anywhere on the knob, only a smooth gradient.
Climbing further, ignited steps light up, grow and vibrate in the scope. They take on a pitch shift (unless the PITCH switch below is off) that stays consonant at first, using octaves, fifths and fourths, so it has a melodic character. Dynamics arrive early too, as accents and ghost note dips. This range is the sweet spot for melodic movement.
Past the middle the modulation stacks. Ignited steps pick up attack and decay shaping. Some steps begin to flip their playback, re-firing randomly or sliding into a legato run, and a little higher some hits play in reverse. The pitch palette widens to take in thirds, sixths and sevenths. Each layer is rolled from the seed, so some steps get more influence than others.
Near the top, dissonant intervals such as tritones and half steps arrive, along with a touch of microtonal detune. It is meant to feel wrong and dissonant on purpose, but still controlled.
Two switches beside the knob decide how far chaos reaches.
- PATTERN is off by default. Off, chaos drives only the sonic layer of pitch, dynamics, envelope, reverse and flips, while the slot each step picks stays on your motion shape. Turn it on, and chaos also influences which slot each step fires, scrambling the selection itself for a wilder pattern.
- PITCH is on by default. Turn it off and chaos never changes a pitch: every slot keeps the Pitch you set on its tile, and chaos still works on the accents, the envelopes, the reverses and the flips.
Four key concepts to remember about the Chaos knob:
- It always comes home. Every chaos effect is an offset layered on top of your settings and never overwrites them, so turning the knob back down returns everything exactly to where you set it.
- It is reproducible. Chaos is driven by the chaos seed described below, so the same seed at the same knob position always gives the same result, and a saved scene recalls it exactly. As you turn the knob up, steps ignite one at a time in a fixed order chosen by the seed, and a new seed reshuffles which steps go first.
- Your edits are respected. Pinned and silenced steps are always honored. Even with PATTERN on, chaos never changes a slot you pinned, although a pinned step's pitch and other settings can still move.
- It is safe. An output limiter keeps levels in check even at full chaos, and a small LED on the VOLUME knob lights whenever it is working.
Watch for it: ignited steps shimmer in the scope, and a tile's knob glows in its slot color on the hits chaos is modulating.
Chaos Seed & Re-roll
The pattern is deterministic. The same seed with the same settings always produces the same pattern, which is what makes a pattern you like reproducible and savable.
The CHAOS SEED chip shows the seed value currently driving the pattern. RE-ROLL generates a
new random seed, and with it a fresh pattern. Keep pressing it until something grabs you, then save
the scene. To go back to a specific seed, double-click the chip, type a number from 0 to 9999 and
press Enter (Esc cancels). The pattern follows at once. How much changes each time scales with CHAOS, so at zero chaos the seed has little
effect beyond the Random sample playback mode and motion setting.
Scene Pads (SYNC + 8 pads + SET)
The bottom row. The 8 SCENE pads store complete snapshots of the sample slots and engine for instant recall. Recalling a scene restores the whole instrument rather than just the engine. Only the loaded audio stays put between scenes.
To capture, click SET. The button reads PICK and the pads start blinking. Click a pad to store the current state there. To recall, click a stored pad.
SYNC sits to the left of the pads and quantizes switching. Arm it, and while playing, clicking a pad queues the switch rather than applying it. The pad blinks amber and the change lands on the next loop boundary, so transitions stay in time. Click another pad to re-queue, or click the current scene to cancel. When playback is stopped, switches apply at once. SET and SYNC are mutually exclusive, so arming one disarms the other. A queued switch is live only and is not saved, but the SYNC setting itself is: it travels with your patch and your project, and your DAW can automate it. It is not part of a scene.
From the keyboard and MIDI. Two more ways to recall a scene follow SYNC exactly like clicking the pad. In the Standalone, press 1 to 8. Keys do nothing while you are typing in a field or while a card such as Settings is open. In any host, MIDI notes 48 to 55 recall scenes 1 to 8, on any channel. Those are the defaults; you can move any of them in Settings. A note for an empty pad is ignored, and only a note-on counts, so releasing the key does nothing. If several scene notes land in the same instant, the last one wins.
Scenes are saved inside your .chop patch, so a saved patch carries all 8.
Building Progression: the scenes are a perfect way to build a progression in your chop patch. Create a scene, then fiddle with settings to derive a new variation, and save to the next scene. Layer it up with an evolving beat and you have the foundation for a full track. Switching pads rapidly with SYNC armed is its own effect, too.
Transport Mode: Loop vs Burst
Chop Machine has two transport modes, set by the LOOP / BURST toggle in the top bar. This setting can only be changed when playback is stopped.
LOOP runs the pattern continuously. In a DAW it syncs to the host transport, so you start your DAW playing and Chop Machine chops along in time. In the Standalone it runs on its own internal clock: press ▶ Play to start and ❚❚ to stop, and set the tempo with the editable BPM control. In the Standalone, the Burst note (60, middle C, unless you change it in Settings) also starts the loop.
The Standalone picks its own audio output and MIDI input. Both live under Options at the top left of the window, in Audio/MIDI Settings…. That is where you choose your interface, and where a MIDI keyboard has to be ticked on before it can trigger anything.
BURST is a one-shot pass. Press Play in the Standalone, or play the Burst note (60 by default), and the engine fires a single pattern pass and stops. Playing the note again restarts it from the top. This is the mode for triggering fills and hits from a keyboard or a clip.
MIDI notes. These are always on, on any channel, and nothing else is mapped.
| Default note | What it does |
|---|---|
| 48 to 55 | Recall scenes 1 to 8 (see Scene Pads). |
| 60 | Fires a Burst. In the Standalone it also starts the loop. |
DAWs name the same note differently: 60 is C3 in some and C4 in others, so go by the number.
Changing the notes. Open Settings from the menu. Under MIDI notes, double-click a note number to type a new one (0 to 127), or press LEARN on its row and play the key on your controller. While a row is learning its note blinks; press LEARN again or Esc to cancel. The key you play to learn only sets the note: it does not recall a scene or fire a Burst. Every target keeps a note of its own, so picking a note another row already uses swaps the two, and a short line under the table says which row moved. Reset to defaults puts all nine back at once.
The notes belong to this machine, not to a patch or a project. Every open instance follows a change at once; an app already running separately (the Standalone beside your DAW) picks it up the next time it starts.
Drag-Out Loop Export
Click Export in the top bar and a small card opens under it with the current loop, rendered and ready to go:
- The loop clip. Drag it onto an audio track in your DAW, into a folder, or onto a tile's waveform (see Resampling below). The waveform on the clip is the file you are about to drag. If you change something while the card is open, it renders again, and the clip and name follow.
- The file name, shown under the clip.
- Show opens your Exports folder, where every loop you drag out is kept.
- Save WAV... opens a save dialog, for when you would rather pick a folder than drag.
The card closes when you drop the clip, save, or click anywhere else. Dragging the Export button itself still works too, without opening the card.
Where dragged loops go. Every loop you drag out is kept in Music/Chop Machine/Exports, in a
folder for the day. Some DAWs play the clip from that file instead of copying it into the project,
so keep the loops a project still uses.
What you get is the whole current pattern as one seamless loop, fully processed. What you hear is what you drag: all applied settings are baked in.
The format is 24-bit WAV at the host sample rate. In a DAW it renders at the host tempo so it
drops in tempo-locked, and in the Standalone it uses the internal loop BPM. The tempo and seed are
written into the filename, followed by the time of the render, as
ChopMachine_<bpm>bpm_seed<seed>_<HHMMSS>.wav (for example ChopMachine_119bpm_seed4821_143205.wav),
so you can re-stretch it later if you need to, and several exports from one seed never share a name.
Exporting never interrupts playback. It renders offline in the background. While every slot is off there is nothing to export, so the button dims, the card does not open, and the drag is refused instead of writing a silent file. Hover it to see why.
Resampling. The drag doesn't have to leave Chop Machine. Drop the loop clip (or the Export button) onto a tile's waveform strip and the loop you just made becomes that slot's sample, ready to be chopped again. The whole pattern folds down into one slot, so you can build a dense layer, capture it, and let the engine cut it up as a single sound. Do it twice and you're chopping a chop. The slot takes its name from the export, so it carries the tempo, seed and time it came from. Rename it if you'd rather.
Fill from One Sample
The ⧉ Fill button in the top bar loads one sample into several slots at once, which is how you slice a single loop or layer one hit across slots. Clicking it opens a small popup.
- Pick the source. Browse for a file, or drop an audio file onto the popup card.
- Choose the slots. Eight chips, all on by default. Click to include or exclude any slot. The play button on a chip plays what that slot would get.
-
Set auto-chop. Three choices sit under the waveform:
- OFF (default): every chosen slot gets an identical copy of the sample, starting at the beginning.
- SPREAD STARTS: every slot gets the whole sample, with start points spread evenly across it in slot order.
- SPLIT FILE: the sample is cut into equal pieces, one per chosen slot.
Both chop modes switch Reverse off on the filled slots.
-
Hit Fill.
Filling replaces whatever was in the selected slots and switches those slots on.
Filling while playing. Fill works while the pattern runs, so you can swap samples live. With SYNC on, the new samples land together on the next bar line, and each waiting slot's number badge blinks until they do. With SYNC off, they go live at once. The popup's Play buttons only preview while playback is stopped, because a preview would play through the same output as your beat.
The top bar's play button (arm in a DAW) stays lit and clickable while the panel is open, so you can start, stop or disarm the loop without closing it. Everything else behind the panel waits until you close it, which you do with the close button, Cancel or Esc.
Fill from a folder
The Fill panel is called the Fill Machine, and it has a second mode. SAMPLE SLICING is the one-sample fill above. FOLDER FISHING fills the slots with random samples from a folder.
- Choose a folder. With ONE FOLDER, every slot draws from the same folder, subfolders included. With FOLDER PER SLOT, each slot gets its own folder, and a slot with no folder is skipped. A folder field shows the end of the path, so folders with the same start stay easy to tell apart. Rest the pointer on one to see the whole path. The line under the folder counts its audio files as it reads the folder, and a slot whose folder is still being read says "scanning...". When nothing matches it says "No matching files", and Fill stays off until a slot has a pick.
- Add search words if you want them. A file qualifies when its name contains any one of the
words, whatever the case:
kick snarefinds both. In FOLDER PER SLOT a slot's own words win, and an empty one uses the all-slots words, which show in grey in its box. - Roll. Each slot's dice button picks a random file for it, and Roll all does every selected slot. Play on a row previews its pick while playback is stopped. A roll opens its pick to check it, and the row says "checking..." meanwhile. A file that will not open is passed over and another is drawn, so a broken file never loads as silence. If none of the matches open, the row says "no valid file" and that slot is left as it was.
- Hit Fill, then Done.
A file over 20 seconds is marked "trims to 20s" and is trimmed when it is filled in. Two slots can get the same file.
Your folders are remembered. The folders you choose are saved on your computer, and they come
back the next time you open the Fill Machine, so you do not have to find your sample folder every
session. They are kept with Chop Machine's own settings, not in your DAW project or in .chop
patches, so a project you share does not carry your folder paths. Search words are not remembered. If
a saved folder is gone (a drive that is unplugged, say), its row stays empty until you choose a
folder. The saved path is kept, so it comes back the next time you open the Fill Machine with the
drive plugged in.
Big folders. A folder can hold any number of samples, so you can point it at a whole sample drive. While a folder is read, the line under it counts the audio files found so far, beside a Stop button, and after ten seconds it adds that a large folder can take a few minutes. Stop whenever you like: the files found so far are kept, Fill works from them, and Continue carries on from where it stopped. In FOLDER PER SLOT, a slot still reading its folder has a small Stop of its own. You can also choose a smaller folder at any time. If a drive stops answering while it is read (a network drive that dropped, say), the line says so: press Stop and choose again.
A folder is read once. Chop Machine keeps a list of what it found, so the next time you open the Fill Machine, even after restarting your DAW, the files are there at once. The first time you open it after starting your DAW, only the parts of the folder that changed are read again, while the line says "checking for changes...". To pick up files added since then, press Rescan beside the count, or choose the same folder again. Choosing a folder inside one already read takes its files from that list, and every Chop Machine in your project shares it. The lists are kept in your computer's cache folder, never in your sample folders, projects or patches, and a list nobody has used for 30 days is removed.
Every instance shares your folders. With several Chop Machines in a project, a folder you choose in one is the folder in all of them: an instance with its Fill Machine open switches straight away, and the others have it the next time you open their Fill Machine. Search words and the samples you have already rolled stay with each instance.
Saving Your Work
Chop Machine saves state in two complementary ways.
- Inside your DAW project or plugin preset. Your full state, including the embedded sample audio, is stored automatically with the host project and with the host's own plugin presets. After saving, reopen the project and everything comes back.
.choppatch files. Use ⤒ Save and ⤓ Load in the top bar to write portable patch files. The audio is embedded and FLAC-compressed.
Factory Patches
Chop Machine ships with a set of hand-authored factory patches, each with its audio embedded.
Alongside them is Default Patch, a simple patch with synthesized tones. This is the state that new instances open with, and what ↺ Reset returns you to.
Default Patch uses sequencer version V2. The hand-authored patches use V1, exactly as they shipped.
The bank reaches you in three ways.
- Chop Machine's own Load dialog. The first time Chop Machine runs it copies the bank into your patch folder, so ⤓ Load lists the factory patches beside your own.
- Your host's preset browser, where the host provides one. That means the preset menu at the top of the plugin window in Logic Pro and GarageBand for the Audio Unit, or your DAW's VST3 preset browser. Selecting one loads it as the live patch. Some hosts put this menu elsewhere, or don't offer one at all. If you don't see a list, use ⤓ Load instead, which reads the same bank.
- A shared, read-only copy that the installer leaves on the machine. This is where the first-run copy comes from, and you can always copy patches out of it by hand.
Both the patch bank and the preset browser files are optional components in the installer, so if one of them is missing it may simply have been unticked at install time.
The patches are yours to edit. The copy in your patch folder is an ordinary .chop file, so change
it and save over it if you want. Chop Machine never overwrites a file that is already in your patch
folder, which means your version of a factory patch stays your version, including through updates.
The flip side is that a factory patch you have saved over will not be restored on its own. Take a
fresh copy from the shared bank folder if you want the original back.
Where Your Files Live
| What | macOS | Windows |
|---|---|---|
Your patches (.chop), where the factory bank is copied on first run |
~/Library/Chop Machine/Patches |
%APPDATA%\Chop Machine\Patches |
Factory presets (.vstpreset / .aupreset), installed read-only |
/Library/Audio/Presets/TendergreenStudio/Chop Machine |
Documents\VST3 Presets\TendergreenStudio\Chop Machine |
| Your own presets, plus the generated Default Patch | ~/Library/Audio/Presets/TendergreenStudio/Chop Machine |
(the same folder) |
| Loops you drag out, in a folder for each day | ~/Music/Chop Machine/Exports |
Music\Chop Machine\Exports |
| Shared factory bank (installed, read-only) | /Library/Application Support/Chop Machine/Factory Patches |
C:\ProgramData\Chop Machine\Factory Patches |
| Settings + product key | ~/Library/Application Support/Chop Machine/Chop Machine App.settings |
%APPDATA%\Chop Machine\Chop Machine App.settings |
| VST3 | /Library/Audio/Plug-Ins/VST3 |
C:\Program Files\Common Files\VST3 |
| Audio Unit | /Library/Audio/Plug-Ins/Components |
(no AU on Windows) |
| Standalone app | /Applications |
C:\Program Files\Chop Machine |
Uninstalling leaves your work alone. On macOS, run the bundled uninstaller from Terminal:
sudo bash "/Library/Audio/Presets/TendergreenStudio/Chop Machine/uninstall-chop-machine.sh". On Windows, use Add or Remove Programs. Either way it clears the plugins, the app and the shared factory bank, while your patch folder, your product key and anything you saved into the preset folder stay exactly where they are.
Tips & Workflow Ideas
- Start with contrast. Load sounds that differ from each other, such as a kick, a vocal chop, a noise hit and a melodic loop. The algorithm's movement is most musical when the slots are distinct.
- Re-roll, then refine. Hit RE-ROLL to find a base pattern, then pin a couple of anchor hits and silence the clutter to make it yours.
- Use a Legato type on one slot to put an evolving texture under the percussive BEGIN slots.
- Automate CHAOS and GATE in your DAW for builds and drops. Low and long in the verse, high and short for a glitchy fill.
- Bank scenes for an arrangement. Capture a verse scene, a chorus scene and a fill scene to three pads and switch between them live, with SYNC armed so the switches land in time.
- Play scenes from a keyboard. In a DAW, notes 48 to 55 (by default) recall scenes 1 to 8, so a MIDI clip can change the arrangement for you. With SYNC armed the changes land on the loop.
- Slice a loop fast. Drop one breakbeat into ⧉ Fill with auto-chop on (SPREAD STARTS or SPLIT FILE) to spread it across all 8 slots, then let the engine sequence the slices.
- Add motion with PHASE and SWING. Nudge SWING for groove, and ride PHASE to slide the whole pattern earlier or later without changing the seed.
- Tame the sweep with AMPLITUDE. Pull AMPLITUDE down to keep the clean motion in a tight band of middle slots, then turn up CHAOS. You get a focused core that chaos occasionally throws wide.
- Bounce ideas out. Drag ⇲ Export onto an audio track to capture the exact processed loop you are hearing as a tempo-locked WAV.
- Resample into a slot. Drop ⇲ Export onto a tile's waveform instead of onto your desktop: the loop becomes a sample, and the engine starts chopping the thing it just played. Stack a busy pattern, fold it into one slot, then build a sparser pattern around it.
Troubleshooting
- Silent, and an unlock window keeps appearing. The plugin isn't activated yet. Paste your product key and click Activate, as described in Activating Chop Machine.
- Logic Pro or GarageBand asks for my product key again. Both run plugins in a sandbox, which gives Chop Machine a private settings folder inside each app, so a key entered elsewhere isn't visible there. Paste it once in each and it sticks: there is no activation limit and it won't ask again.
- No sound when the DAW plays in Loop mode. Make sure at least one slot has a sample loaded and that the track is receiving the transport, then check that the VOLUME knob and the slot Level knobs aren't at zero.
- Nothing happens in the Standalone in Loop mode. Press the ▶ Play button in the top bar to start the internal loop, and set the tempo with the BPM control beside it. Make sure at least one slot has a sample and that VOLUME isn't at zero.
- A "No audio output" card covers the Standalone. The Standalone has no audio device to play through, so it cannot make sound. After about a second without audio the card appears. Click Audio Settings on it and pick an output. It opens the same window as Audio/MIDI Settings under Options, and the card clears itself as soon as audio is running. Until then every slot reads "load...", because the factory sounds load as soon as audio starts.
- Sound cut off when my audio device dropped out or I changed audio settings. That is on purpose. When the interface drops out, the sample rate or buffer size changes, or the DAW restarts its audio engine, chops that were sounding stop there rather than picking up again later from the middle, with a click or at the wrong pitch. In a DAW the next step plays as normal. In the Standalone the loop stops too, so press Play to start it again.
- The Standalone makes no sound at all, or my MIDI keyboard does nothing. Open Options → Audio/MIDI Settings… at the top left of the window. Check the output device is the one you're listening to, and tick your keyboard on under the MIDI inputs. It is off until you enable it.
- Silent in my DAW, and everything else looks right. Check Arm, the round button at the far right of the top bar. While it is off, Chop Machine stays silent when the host plays.
- No hover hints. Tooltips are off until you switch them on under Settings, in the top bar's menu.
- My MIDI notes do nothing. Chop Machine answers only to the notes listed in Settings, under MIDI notes (by default 48 to 55 for scenes 1 to 8 and 60 for Burst). Other notes are ignored, and so is a note-off.
- The factory patches aren't in my DAW's preset browser. Not every host reads the shared folder the factory presets install to. Reason is one that doesn't. Nothing is missing: use ⤓ Load inside Chop Machine instead, which lists the same bank. If you would rather have them in the browser, copy them by hand from the factory preset folder into your own, both listed in Where Your Files Live.
- The factory patches aren't in my Load dialog. They're copied into your patch folder the first time Chop Machine runs, and only once, so if you deleted them since they won't come back by themselves. Copy them across from the shared factory bank folder, listed in Where Your Files Live. If that folder is empty too, the factory patch component was unticked at install time, so re-run the installer with it selected.
- My long sample got cut. Samples are capped at 20 seconds. Load a shorter region, or accept the prompt to use the first 20 seconds.
- Pitch changed the timing too. In this version Pitch resamples, so pitch and speed move together.
Specifications
- Formats: VST3, Audio Unit (macOS), Standalone. Load it on an instrument or MIDI track.
- Operating systems: macOS 11 or later, Intel and Apple Silicon; Windows 10 or later, 64-bit.
- Output: stereo.
- Sample slots: 8, up to 20 seconds each.
- Audio files: WAV, AIFF, FLAC, Ogg, MP3.
- Sequencer: one bar, 4 to 32 steps.
- MIDI: notes 48 to 55 recall scenes, note 60 fires Burst. Editable, any channel.
- Export: drag-out 24-bit WAV at the project tempo.
- Patches:
.chopfiles with the audio embedded; factory bank of 13 patches.
Feedback & Support
Found a bug, want a feature, or something doesn't work the way you expected? Get in touch:
- Email hello@tendergreenstudio.com
- Reddit reddit.com/r/TendergreenStudio
- Discord discord.gg/tPqy5skKk2
Tracks made with Chop Machine are always welcome too.
Trademarks
VST is a registered trademark of Steinberg Media Technologies GmbH. Audio Unit (AU) is a trademark of Apple Inc. Chop Machine is built with the JUCE framework.
Thanks for using Chop Machine. Questions or feedback? See About Chop Machine in the top bar's menu for contact and community links. 🔪🎛️