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)
- 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.
- 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.
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
5. Pro Tips
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.