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Groove OS · Sampler

Sample anything.

Turn a drum break, a vocal or a sound from your phone into something of your own. Record it, chop it and play it into your next beat.

$29, once. 1.4 and 2.x updates included. Already own it? Update to 2.0

02 · Record

Start with a sound you love.

A drum break, a voice memo, a few notes from a record. Bring it in from your phone or computer and start playing with it.

  • From your phone. Sample wirelessly over Bluetooth, or connect a phone or computer with a USB-C cable.
  • Catch the start. A short recording buffer catches the first hit, even if you press record a little late.
  • Loops that fit. Record a set number of bars and the take starts and stops in time with your song.
  • Choose your quality. Use HIGH for the best sound, or LONG for about twice the recording time with more grain.

03 · Chop

Find a new groove in an old one.

Split a break or a phrase across the pads, then play the pieces in a different order. A familiar sound can become a completely different hook.

  • Chop on the hits. Split a phrase into up to fifteen chops, ready to play on separate pads.
  • Follow your ears. Tap out your own cuts as the sample plays to find the rhythm you want.
  • Get the edges right. Hear the start and end as you trim, so each chop lands where you want it.
  • Keep it smooth. Cuts snap to smooth points in the waveform to help avoid clicks at the edges.

04 · Shape

Tune it, flip it, make it yours.

Pitch a vocal down, reverse a cymbal or turn a tiny cut into a repeating texture. Each pad can have a character of its own.

  • Change the pitch. Tune each pad up or down two octaves, from bright little stabs to low, heavy hits.
  • Turn it around. Reverse a sample to turn a sharp attack into a swell that leads into the beat.
  • Make the kit feel right. Balance each hit and use choke groups so an open hat stops when the closed one plays.
  • Play or hold. Let a sound play through, stop when you release the key, or loop while you hold it.

05 · In time

Bring a loop into your groove.

Keep a favourite break in time as you change the tempo. Stretch it without changing its pitch, or speed it up like a record.

  • Keep the melody. TONES stretches a phrase to fit your song while keeping its original pitch.
  • Keep the attack. BEATS stretches a drum loop while preserving the timing of the hits inside it.
  • Get that record sound. PITCH changes speed and pitch together, from slowed-down weight to a sped-up shuffle.
  • Follow the sample. Set the song tempo from your loop and build the rest of the beat around it.

06 · Resample

Sample your own groove.

Turn a beat you made into a sample, then take it somewhere else. Chop the whole mix, reverse a phrase or make a new instrument from a synth part.

  • Keep the whole sound. Record your mix with its effects, ready to chop and play back as a new part.
  • Leave room to change it. Record before the main effects when you want to try a different treatment later.
  • Take just one part. Sample a single track to turn a bassline, melody or drum pattern into fresh material.
  • Keep a happy accident. Capture what you just played while the sampler is listening, even with recording off.

07 · Instrument

Make an instrument from anything.

A hummed note can become a bassline. A short chord can become a pad. Spread one sample across the keys and see where it takes you.

  • Play a melody. One sample follows the notes you play, so you can write basslines, melodies and chords.
  • Let it ring. Loop a sound to sustain it while you hold the key, even from a short recording.
  • Shape the feel. Adjust attack and release to move from a sharp pluck to a slow, soft swell.
  • Give a hit a tune. Play a drum sound across the keys to find a bass, a lead or something in between.

08 · Into the song

Straight into the beat.

Your samples play alongside the synths and drums. Record a part, add effects and hear it in the song while you keep shaping the sound.

  • Ready to play again. The kits and instruments you make join your sound library, ready for another track or song.
  • Record a part. Play your chops or a melody into a sample track, just as you would with a synth.
  • Keep shaping it. Edit a sample in the context of your song, then go straight back to playing.
  • Start with a pack. Explore the included drum kits, instruments and loops when you want a new starting point.

09 · Samples

Keep your favourite sounds close.

Build a collection of your own hits, kits and instruments. Hear what you have, find what you need and make room for the next idea.

  • Find your sounds. Browse your samples, kits and instruments together, or narrow the list to what you need.
  • Pick up where you left off. Return to the kit you were building, with your place in the sample list remembered.
  • Start a new collection. Make an empty kit for a fresh set of chops, or an instrument from one sound.
  • Listen as you browse. Preview sounds as you move through the list to find the right one for your track.
  • Clear some space. See which sounds are still in use before deleting them, or clear the unused ones together.
  • Keep a backup. Use the Samples page on your computer to add sounds, organise your collection and back it up.

10 · Sample capacity

How much can you sample?

Built for short samples, chops and loops. HIGH keeps the best sound; LONG trades a little quality for about twice the recording time.

Maximum sample storage and recording time by quality
With empty storageHIGH Default qualityLONG More recording time
Total sample storage11.3 s22.3 s
Longest single recording10.3 s20.3 s

All your samples share this space, including sounds in kits and instruments. These are storage limits, not song lengths: your patterns can keep playing as long as you like.

32 samples per project
Combine your own recordings and imported sounds. Built-in synth sounds use no sample storage.
2 stretched sounds at once
A third loop stays in time by changing speed and pitch. All samples are recorded and played in mono.
Before your first recording

Before the first save, a new FM-1 can record up to 9.7 seconds at HIGH quality or 19.2 seconds at LONG. After that, the full recording times above apply.

11 · Questions

Questions before you start.

Do I need a computer to sample?

No. A phone plays into the FM-1 over Bluetooth, with no cable and no computer, and everything after that happens on the FM-1.

Can I sample with a microphone?

Through your phone or computer. The FM-1 has no microphone input of its own, so record on your phone, then play it into the FM-1 over Bluetooth or USB-C.

How much can it hold?

The FM-1 holds up to 11.3 seconds of samples at HIGH quality (22.3 at LONG). One take can run up to 10.3 seconds at HIGH quality or 20.3 at LONG, a project can use 32 samples, and two stretched sounds can play at once. All your kits and instruments share that storage. You can see the space left on the FM-1 and remove sounds you no longer use.

Can it sample the FM-1 itself?

Yes. Record the whole mix with its effects, the mix before the main effects, or a single track. Then chop, tune and play it like any other sample.

What happens to my samples and projects when I update?

They stay. The installer saves your samples, your projects and your Bluetooth pairings first and puts them back afterwards.

Does it cost anything?

The sampler is part of Groove OS. A new purchase is $29, once, including Groove OS 1.4 and 2.x updates.

What do I need?

An FM-1, a USB data cable for the install, and Chrome or Edge on Mac, Windows, Linux or ChromeOS. To sample from a phone over Bluetooth you need nothing else.

Anything I should know about?

Samples are mono. Two warped loops play at once; a third keeps time by changing pitch. While the song plays, up to three takes wait and are saved the moment you stop.

Sample it. Chop it. Play it.

A whole beat, from the first sound to the finished song, on the FM-1 and your phone. Included for every Groove OS owner.

Get Groove OS · $29

Installs from Chrome or Edge over USB · your samples, projects and pairings are kept · Already own it? Update to 2.0