DNB COLLEGE

AI Drum & Bass Ableton Tutorials

LESSON DETAIL

Sends in Ableton explained and example (Beginner · Mixing · tutorial)

An AI-generated beginner Ableton lesson focused on Sends in Ableton explained and example in the Mixing area of drum and bass production.

Free plan: 0 of 1 lesson views left today. Premium unlocks unlimited access.

Sends in Ableton explained and example (Beginner · Mixing · tutorial) cover image

Narrated lesson audio

The voice track includes the tutorial plus extra teacher commentary.

Open audio file

Main tutorial

1. Lesson Overview

"Sends in Ableton explained and example" — this lesson explains what sends and return tracks are in Ableton Live 12 and shows a practical Drum & Bass mixing example using three return tracks: a short drum reverb, a tempo-synced delay for fills, and a parallel compressor for punch. You’ll learn how to route tracks to returns, set up return devices using Ableton stock devices (Reverb, Ping Pong Delay, Compressor/Glue), shape returns with EQ, and automate send amounts for musical movement.

2. What You Will Build

A simple send/return rig for a Drum & Bass mix:

  • Return A — short, tight reverb for drums (Ableton Reverb)
  • Return B — tempo-synced ping-pong delay for breaks/fills (Ping Pong Delay)
  • Return C — parallel compression for drum bus punch (Compressor or Glue Compressor)
  • Plus routing examples: individual drum channels (kick, snare, hats), bass, and a pad/lead—showing which elements should use which sends and why.

    3. Step-by-Step Walkthrough

    Note: Use Ableton Live 12 (Session or Arrangement view). Keep your drums and bass at reasonable levels before using sends—treat sends as effects and color, not level compensation.

    A. Create the return tracks and devices

    1. Open your Live set. From the top menu choose Create > Insert Return Track. Do this three times so you have Returns A, B, and C.

    2. Rename Return A → “Drum Reverb (A)”, Return B → “Delay (B)”, Return C → “Parallel Comp (C)” by double-clicking the track name.

    B. Build Return A — Short drum reverb (Reverb)

    3. On Return A, drop Live’s stock Reverb device.

    4. Set Reverb settings for DnB drums:

    - Decay Time: 0.4–0.8 s (short to keep groove tight)

    - Pre-Delay: 20–40 ms (preserve transients)

    - Size/Color: moderate (avoid huge tails)

    - Diffusion: moderate-high for a denser sound

    5. On the Reverb device set Dry/Wet to 100% — returns should be fully wet so the dry signal remains on the original channel.

    6. Add an EQ Eight after the Reverb and high-pass around 200–300 Hz (slope 12–24 dB/oct) to remove low-end build-up, and optionally dip 1–2 kHz if the reverb sounds boxy.

    C. Build Return B — Tempo delay for breaks (Ping Pong Delay)

    7. On Return B, drop Ping Pong Delay (or Simple Delay set to ping-pong behavior).

    8. Set Delay time to a musical division: for 174–175 BPM DnB try dotted eighth or 1/8 trip depending on feel. Enable Sync and test 1/8 or 1/16 dotted to taste.

    9. Feedback: moderate (20–40%). Mix/Dry-Wet = 100% on the return track.

    10. Add an EQ after the delay to roll off everything below ~500 Hz and above ~8–10 kHz so the echoes don’t clash with bass or sparkle too much.

    D. Build Return C — Parallel compression

    11. On Return C place a Compressor (or Glue Compressor) and set it for heavy gain reduction:

    - Ratio: 8:1 or higher (or Glue with fast attack)

    - Attack: fast (2–10 ms)

    - Release: medium-fast (50–150 ms) — adjust to beat

    - Threshold: push until 6–12 dB of gain reduction on transient peaks

    12. Optionally follow the compressor with an Utility to trim output gain so the return doesn’t overload the mixbus. Set Dry/Wet on this return to 100% (again, return should be fully wet).

    E. Route tracks to returns

    13. On any track (audio or MIDI) you’ll see send knobs labeled A, B, C in the Mixer section. To send a snare to reverb, turn up the A knob on the snare channel. That sends a copy of the snare to Return A.

    14. Example routing suggestions:

    - Kick: A = 0 (or tiny A), B = 0, C (parallel comp) = small amount (0.5–1 dB) or none. Keep low-end dry.

    - Snare/Clap: A = 10–30% (0.1–0.3), B = 0–20% for special fills, C = 20–40% for punch.

    - Hats/percussion: A = 10–25%, B = 10–30% (rhythmic width), C = 0–10%.

    - Pads/Leads: A = 30–60% (longer reverb if you duplicate return with longer Decay), B = 20% for stereo movement.

    - Bass: A and B = 0; keep C = 0. Bass should remain mostly dry and tight.

    15. Play the section and adjust send amounts by ear. Remember returns are fully wet; the original track keeps its dry sound.

    F. Automation and creative uses

    16. Automate send amounts for movement:

    - Automate Snare B (Delay) send to 0 during verse and ramp to 30–50% on fills/transition bars.

    - Automate Return Reverb Decay or Predelay for creative moments if desired.

    17. Use the return mix knob (Master tracks area) to mute or adjust return level for whole-song control.

    G. Balancing in the mix

    18. Balance each return channel’s volume as part of the master mix. If a return is too loud, lower the return track’s volume fader rather than reducing send knobs across many tracks.

    19. Use EQ and HPF on returns to protect the low end. For DnB, a steep HPF at ~200–400 Hz on reverb returns keeps the kick and bass clean.

    4. Common Mistakes

  • Using sends for bass reverb: Sending sub-bass to reverb muddies the low end. Keep bass sends off or heavily HPF the return.
  • Setting reverb Dry/Wet on the original track: Don’t put a reverb on the original drum channel with a wet mix; use a return with Dry/Wet=100% so you can blend one wet signal for many tracks.
  • Overloading returns: Returns are full wet; a strong send plus a loud return fader equals masking. Control return fader first.
  • Forgetting to EQ returns: Reverb/delay builds frequency mud—use high-pass and gentle notches.
  • Excessive parallel compression: Heavy parallel compression is powerful but can squash dynamics if overused—blend carefully.
  • 5. Pro Tips

  • Use short pre-delay on drum reverb to keep transients punchy in fast DnB.
  • Put reverb tails into their own return with a longer decay (or a utility that automates decay) to get both tight presence and ambience in different sections.
  • For stereo width, use Ping Pong Delay on longer fills and automations to increase width on returns only during transitions.
  • For parallel compression, use a sidechain input on the parallel comp return keyed to the kick (via Compressor sidechain) to keep the kick clear when the compressor swells.
  • Group drum tracks to a Drum Bus and also send that bus to the Parallel Comp return for a cohesive punch effect.
  • Color returns with subtle Saturator or Chorus for character, but keep low-end control via EQ Eight.

6. Mini Practice Exercise

Goal: Set up a quick 8-bar Drum & Bass loop and add send effects.

Steps:

1. Create a drum rack or audio drum tracks (kick, snare, hats).

2. Insert three return tracks and load Reverb (A), Ping Pong Delay (B), Compressor (C) as above.

3. Send snare to A at ~20% and to C (parallel comp) at ~30%. Send hats to B at ~15%.

4. On bar 7 automate Snare → B send from 0 to 40% to create a delayed fill into bar 8.

5. Listen and adjust Reverb Decay and high-pass on the reverb return so the kick remains clear.

6. Export the 8-bar loop and compare with the dry version to hear how sends add space and punch.

7. Recap

This lesson "Sends in Ableton explained and example" covered what sends and return tracks are, how to create them in Ableton Live 12, and a concrete Drum & Bass example using a short drum reverb, tempo delay, and parallel compressor on return tracks. Key takeaways: use fully wet returns, high-pass and EQ returns to protect the low end, keep bass mostly dry, and automate send amounts for musical movement. Practice the mini exercise to get comfortable blending sends in a DnB context.

Ask GPT about this lesson

Chat with the lesson tutor, get follow-up help, or use quick actions.

Bigup 👽 Ask me anything about this lesson and I’ll answer in context.

Narration script

Show spoken script
Welcome. In this lesson called "Sends in Ableton explained and example," I’ll show you what sends and return tracks are in Ableton Live 12 and walk you through a practical Drum & Bass mixing setup using three return tracks: a short drum reverb, a tempo‑synced delay for fills, and a parallel compressor for punch. By the end you’ll know how to create the returns, load Ableton stock devices, shape them with EQ, route tracks to them, and automate send amounts for musical movement.

First, what we’re going to build. A simple send/return rig for a DnB mix:
- Return A: a short, tight drum reverb using Ableton’s Reverb.
- Return B: a tempo‑synced ping‑pong delay for fills.
- Return C: a parallel compressor for drum bus punch, using Compressor or Glue Compressor.
We’ll also cover routing examples for kick, snare, hats, bass, and pads or leads, and explain which elements should use which sends and why.

Now let’s walk through the steps. Use Live 12, either Session or Arrangement view, and keep your drums and bass at reasonable levels before you add sends. Treat sends as color and space, not as gain fixes.

Step A — create the return tracks and devices:
Open your Live set. From the Create menu, choose Insert Return Track three times so you have A, B, and C. Rename them to “Drum Reverb (A)”, “Delay (B)”, and “Parallel Comp (C)” so you always know what they do.

Step B — build Return A, the short drum reverb:
Drop Live’s Reverb device on Return A. For Drum & Bass drums set a short decay, around 0.4 to 0.8 seconds to keep the groove tight. Use 20 to 40 milliseconds of pre‑delay to preserve transients. Keep size and color moderate and set diffusion to moderate‑high for a denser sound. Important: set the Reverb’s Dry/Wet on the return to 100% — returns should be fully wet so the dry signal stays on the original channel. After the Reverb add an EQ Eight and high‑pass around 200 to 300 Hz with a 12 to 24 dB/octave slope to remove low‑end build up. If the reverb sounds boxy, dip a kilohertz or two.

Step C — build Return B, the tempo delay for breaks:
On Return B, load Ping Pong Delay, or use Simple Delay in ping‑pong mode. Sync the delay to the tempo. For 174–176 BPM try musical divisions like dotted eighth or 1/8 trip — test 1/8 or 1/16 dotted and choose what sits with the groove. Set feedback to a moderate amount, around 20 to 40 percent, and again set Mix or Dry/Wet on the return to 100%. Put an EQ after the delay and roll off everything below roughly 500 Hz and above about 8 to 10 kHz so the echoes don’t clash with the bass or add too much sparkle.

Step D — build Return C, parallel compression:
On Return C insert a Compressor or Glue Compressor and set it for heavy gain reduction. Try a high ratio like 8:1 or use Glue with a fast attack. Set attack between about 2 and 10 milliseconds, release medium‑fast around 50 to 150 milliseconds — tune to the beat. Lower the threshold until you see 6 to 12 dB of gain reduction on transient peaks. Optionally add a Utility after the compressor to trim output gain so the return doesn’t overload the mix bus. Again, leave this return fully wet at 100%.

Step E — route tracks to the returns:
In the Mixer you’ll see send knobs labeled A, B, C on every track. Turning up the A knob on a snare channel sends a copy of the snare to Return A. A few practical routing suggestions:
- Kick: keep A and B near zero; C can be a tiny amount or zero. The low end should stay dry.
- Snare or clap: send A around 10 to 30 percent, B zero to 20 percent for occasional fills, and C around 20 to 40 percent for punch.
- Hats and percussion: A around 10 to 25 percent, B 10 to 30 percent for rhythmic width, and C mostly low or zero.
- Pads and leads: A between 30 and 60 percent for space, and B around 20 percent for stereo movement. You can create a second, longer reverb return if you want longer tails for melodic parts.
- Bass: keep A and B at zero and C at zero — bass should remain tight and dry. If you must add ambience to bass, use a heavily HPF’d or filtered copy on a separate return.

Play the section and adjust send amounts by ear. Remember the original track stays dry; returns are fully wet.

Step F — automation and creative uses:
Automate send amounts to create movement. For example, automate the snare’s B send so it’s at zero in the verse and ramps to 30 to 50 percent on fills or transition bars. You can also automate parameters on the returns themselves — reverb decay or predelay — but send automation is often more musical and easier to manage. Use the return’s track fader for whole‑song control or muting if you need to remove the effect globally.

Step G — balancing in the mix:
Treat return faders as mix instruments. If a return is too loud, pull the return fader instead of hunting down many individual sends. Always use EQ and HPF on returns to protect the low end; for DnB a steep high pass around 200 to 400 Hz on reverb returns keeps the kick and bass clean.

Common mistakes to avoid:
- Don’t send full bass to reverb — it will muddy the low end. Either keep bass sends off or make sure the return is strongly high‑passed.
- Don’t set a reverb on the original drum channel with a wet mix. Use a return with Dry/Wet at 100% so you can blend one wet signal across many tracks.
- Watch return levels: returns are fully wet, and strong sends plus a loud return fader will mask elements. Lower the return fader first.
- Never forget to EQ returns — reverb and delay build frequency mud if left unchecked.
- Be careful with parallel compression — it can squash dynamics if overused. Blend it in.

Pro tips and practical reminders:
- Short pre‑delay on drum reverb keeps transients punchy — 20 to 40 milliseconds works well for fast DnB.
- You can have two reverb returns: one short for presence and one longer for tails, and automate the long one only where you want ambience.
- Use Ping Pong Delay for wider fills and automate the send so delays appear only in transitions.
- For parallel compression, sidechain the compressor on the return to the kick so the kick pokes through when the comp pumps.
- Group your drum tracks to a Drum Bus and send that bus to the Parallel Comp return for cohesive punch.
- Add subtle Saturator or Chorus on returns for character, but always control the low end with EQ Eight.
- If you need the send level to stay constant regardless of fader moves, consider routing a duplicate pre‑gain track or using send automation — Ableton sends are post‑fader by default.
- Reuse returns instead of loading many instances of the same effect — it’s more cohesive and saves CPU. If CPU becomes an issue, bounce or freeze return content or resample the wet result.
- Color‑code and name returns clearly. A sensible default is starting reverb returns around minus six to minus twelve dB on the fader and delay around minus nine to minus fifteen.
- Small workflow tips: hold Shift for finer send knob adjustments, or send the grouped drum bus to the parallel comp instead of each drum individually. A Gate after a reverb return can tighten tails on loud hits.

Mini practice exercise:
Let’s try a quick eight‑bar loop.
1. Create a simple drum loop with kick, snare, and hats.
2. Insert three return tracks and load Reverb on A, Ping Pong Delay on B, and Compressor on C using the settings we covered.
3. Send the snare to A at roughly 20 percent and to C at around 30 percent. Send hats to B at about 15 percent.
4. On bar seven, automate the snare’s send to B from zero to around 40 percent to create a delayed fill into bar eight.
5. Listen and adjust the Reverb decay and the reverb return’s high‑pass so the kick stays clear.
6. Export the eight‑bar loop and compare it with the dry version to hear how sends add space and punch.

Quick signal‑flow reminders:
A send copies a post‑track signal to a return where the effect is fully wet; the original track keeps its dry sound. Ableton sends are post‑fader by default, so send levels follow major fader changes. Use returns as color and spatial tools, not as gain fixes.

Troubleshooting pointers:
If you hear low‑end buildup, solo returns to find the culprit — likely a reverb or delay without a proper HPF. If a send changes when you move the channel fader, that is normal post‑fader behavior. If the wet sound is thin, try adjusting diffusion, or add subtle saturation. If multiple stereo effects cause comb filtering, mono the lows on the delay or narrow the sides.

Final recap:
You’ve learned what sends and return tracks are, how to create them in Ableton Live 12, and how to build a practical DnB send rig: a short drum reverb, a tempo‑synced delay, and a parallel compressor on return tracks. Key rules: keep returns fully wet, high‑pass and EQ returns to protect the low end, keep bass mostly dry, and automate send amounts for musical movement. Practice the mini exercise to build familiarity and make a small bank of useful returns so you can mix faster next time.

That’s it — set up your returns, experiment with send amounts and automation, and listen for clarity and groove.

Mickeybeam

Go to drumbasscd.com for +100 drum and bass YouTube channels all in one place - tune in!

Any 1 Tutorial FREE Everyday
Tutorial Explain
Generating PDF preview…