Synth Pop

Building the Session

Deep Ableton integration, and solid drag-and-drop MIDI for every other DAW.

The Ableton template holds fourteen tracks in fixed slots, with the buses, the sends and the pans already set the way the mixing page describes. Drop a song's MIDI in and every part goes to its own track. Live leaves the sweep and the swell behind when it imports MIDI, so a song's own session carries them as automation instead. The plain MIDI carries the same fourteen named tracks, the filter sweep and the swell envelopes, so you can drag it into Logic or Reaper and build from the mixing page instead. Each slot below says what the part was written for and what the template loads.

Open a track for how to set it up and why.

The session, wired

Synthpop.als

Fourteen tracks, with the buses, the sends and the pans set the way the mixing page describes. Drop a song's MIDI in and each part goes to its own track, but Live leaves the sweep and the swell behind on import. A song's own session carries them as automation. It opens on Ableton Standard.

You get the The Live set every song is cloned from, so each export opens with the tracks, buses, sends and pans already in place., never the plugins. The 13 listed below are every plugin it loads that Live doesn't ship with, on the instrument tracks and the returns alike. Owning them is how the set opens exactly as it was built. Own none of them and nothing breaks. Live leaves an empty slot where one should be, every track is still in place, and you drop your own equivalent in.

The mixing page gives every setting as a task rather than a product, so "Chorus: 0.5Hz 30%" is what you dial into whatever chorus you own. I use ValhallaDSP and Ableton's stock devices for their simplicity and low CPU hit. You might prefer FabFilter for a digital EQ, which is completely fine.

It's a starting point rather than a shopping list.

GForce IconDrumToontrack EZdrummer 3Toontrack EZbassKontakt 8UADx Paradise Guitar StudioArturia Analog Lab ProTAL-Chorus-LXTAL-U-NO-LX-V2ValhallaPlateValhallaVintageVerbValhallaSupermassiveValhallaShimmerValhallaDelay
Track name
1

DRM Machine

What the part is The machine kit, and the one this genre runs on, written in its native note range

What it loads GForce IconDrum on its Gated 80s patch, in GM Map Mode. The note numbers mean something else in its other layouts

Short samples with a gate across the reverb, driven hard

The gate is the sound. A big reverb on the snare, cut off before it decays, so the hit is enormous and then gone by the next eighth. Keep it on the track rather than on a send, because a shared return can’t be slammed shut for one drum.

Don’t add swing or timing humanisation. The part sits dead on the grid and that’s the genre. A few hits land on the sixteenth-note triplet, which is placement rather than drift, so quantising to sixteenths flattens the one thing here that isn’t square.

Velocity here is a programmed accent. The kick and the closed hat hit harder on the beat than off it, and every other voice keeps one level. A fill varies its strokes and a snare roll climbs, and that's all that moves. A fuller section plays a busier groove, never a louder one.

Track name
2

DRM Acoustic

What the part is The same groove played again on an acoustic kit, with a hi-hat continuum and in a bit over half the songs a ride on the biggest chorus, so you can pick one kit or layer both

What it loads Toontrack EZdrummer 3, muted in the set. Unmute it to layer an acoustic kit under the machine, or mute track 1 and let this kit play the groove alone

A close-mic’d kit playing the same groove a hand would play it

It arrives muted, because the machine is the kit this genre runs on. Unmute it and it sits under the programmed hits, or mute track 1 and let this kit carry the groove alone. In a bit over half the songs it moves to the ride for the biggest chorus.

Re-read the note map before you swap kits. The part is written to a map close to General MIDI without being it. The rimshot sits on 40, and the open hat runs 12 to 17 as a continuum rather than one note, so a kit mapped straight to GM loses both.

This track and DRM Machine play the same groove. This one drifts a few ticks around the machine, so with both up the kicks flam a little, and tightening this one to the grid runs them together. Where both play, the cymbal is the machine’s here, so this kit keeps its crash only for the bars the machine sits out.

Track name
3

Aux Perc

What the part is Short hits from one piece per song, claps on two and four in the choruses and the outro, or a tambourine that keeps time where the kit drops out

What it loads Toontrack EZdrummer 3 on the Dry kit, a second instance beside track 2

Claps or a tambourine, played as short hits

Each song picks one piece and keeps it. There's no shaker in synth pop, and a song whose kit moves to the ride never takes the tambourine.

Claps land on two and four. They play only in the choruses and the outro. The tambourine is the one that keeps time where the kit drops out.

Don’t quantise it. Each section takes its own figure, one that gets busier as the section builds. The hits sit a few ticks off the grid and a take stays at one weight, the way one percussionist plays it.

Track name
4

Bass

What the part is Follows the chord progression, bar an intro or outro where the lead states the hook and the bass plays that line with it, and an electric bass now and then carries keyswitches for mutes and ghosts

What it loads Two instances of Toontrack EZbass in one Instrument Rack. The left half of the chain selector is The Sixties, a clean DI electric bass played with fingers, and the right half is The Eighties Electronic, a synth bass. The synth half is where this genre mostly sits. Each song is written for one of them, and its Live set parks the selector on that half. Match the octaves before you switch. Play a bar and drag the selector across, and if the pitch jumps, put a Pitch device on one chain and transpose until it doesn’t

Sequenced on the synth side, played on the other, and the pattern decides

Three songs in four want the synth half of the rack, a Juno or a Minimoog-style mono, because the part is a pulse on the root rather than a figure somebody walks. The rest move enough to read as a hand, and those want the sampled bass under them.

The synth bass arrives sequenced. Its notes sit on the grid at one velocity, the way a sequencer plays them, so it locks to the kick with nothing to tidy. The electric bass is the one with give in it.

Sampled basses disagree about octaves. These notes are written so C3 is 60 and a four-string’s open low E is 40, and nothing goes below it. An instrument that calls that low E 28 plays the whole part an octave high, so transpose the track down one. Nothing’s wrong with the MIDI. The two conventions just disagree.

The Live set adds mutes and ghosts. The MIDI file doesn’t. About one song in four with an electric bass carries a few notes far below the playable range, at D#-1 and E-1. Those are keyswitches, riding a struck note to mute it or restriking the last one softly. On any other bass, mute or delete them.

Track name
5

Guitar

What the part is Picked chord shapes on the kit's eighths or sixteenths, picked short across a three-note chord wherever the synths carry the rhythm over a pad or the keys. Never strummed, and it turns up in fewer songs than the synths do

What it loads NI Session Guitarist Electric Vintage in Kontakt, into a UAD amp sim set clean. Leave legato off, because the part picks chord shapes and legato would cut short the notes meant to ring together

Clean single-coil picking chord shapes, never strumming

It picks chord tones on four strings, up, down or across the shape, two strings struck together, or one chord rolled and left to ring. Beside the lead it stays off the top string and keeps underneath.

When the synths carry the rhythm, it plays short. Wherever the arp or the poly keys are driving and a pad or the keys are sounding, it picks its own figure across a three-note chord on the lower three of its four strings. Every note’s cut short, so it’s a percussive part sitting on the synth bed while the bass and the pads carry the changes. It’s still picked on the kit’s eighths or sixteenths, and never strummed.

It turns up in fewer songs than the synths, and when it does, keep it thin. A fat guitar tone next to a poly comp turns this into a different record.

Clean, just short of breakup. That’s what keeps it a texture beside the synths instead of the loudest thing in the track. Chorus on it if you want the decade, and switch the amp’s own reverb off, because the room comes off send B and the repeats off send D.

Track name
6

Guitar 2

What the part is The Guitar part played a second time for hard-panned width, in the choruses, or wherever the guitar plays once a song saves it for a chorus, the same notes played again rather than copied

What it loads As track 5, with the amp or cab varied

A real second take, not a copy

The notes are identical to the Guitar track. The timing and velocity of every note are not, and that difference is the whole effect. Two identical takes sum back to the centre however you pan them, so a copy only makes the part louder. Each note here sits 10 to 25ms off its twin, which is the window where it widens.

Pan hard. Guitar 100% left, Guitar 2 100% right, equal level. Any closer and each speaker gets both takes, which combs.

Give the two sides different tone. Two live takes differ in pick position and amp state. Two MIDI tracks through one instrument don’t, so tone is the one thing the MIDI can’t supply. A different cabinet, a moved mic, a few dB of EQ tilt in opposite directions.

Track name
7

Keys

What the part is The polyphonic synth that states the chords, comping beside the arp on the kit's eighths or sixteenths, or now and then holding each one. Close voicings leave the root to the bass and take it where no bass plays

What it loads Arturia Analog Lab Pro, on a poly synth rather than an electric piano. The voicings are close and rootless, so a bright mid-forward patch beats a full-range one

A polyphonic synth stating the chords

A Juno, a Prophet, a Jupiter. Bright, with enough attack that every chord change is audible, because this is the part telling a listener the harmony moved.

The voicings are close and rootless, since the bass has the root, so a patch with a fat low end only muddies what’s already down there.

It comps beside the arp. It plays its own figure, the kind this genre’s keyboardists play, on the same eighths or sixteenths as the kit. Now and then it holds each chord instead and strikes it again every bar.

The chorus and the auto pan keep it from going static. A comp that states the same chord for a bar at a time needs something moving in it. Set the pan slow, a bar or more a cycle, so it breathes rather than ping-pongs.

Track name
8

Pad

What the part is Sustained synth under everything, striking each chord and holding it until the next change. Where it plays alone, it strikes a long chord again after two bars in a neighbouring inversion

What it loads Arturia Analog Lab Pro, a held poly with chorus after it

A held poly under everything, low-passed

The Juno-106’s own chorus is most of this sound by itself. A Prophet-style poly is the warmer way to take it.

Slow attack, long release. The part strikes each chord and holds it until the next one, letting go just before that next attack, so a fast envelope leaves a gap where the bleed should be.

Keep it quiet. Here the pad is glue rather than the whole atmosphere, and it wants to be felt under the comp and the arp instead of heard on its own. Turn it up until you notice it, then back it off.

Track name
9

Swells

What the part is One chord blooming across a section change on a slow-attack patch, handover bars only and silent in between

What it loads The same synth as the pad on a slower patch. The template loads its own Analog Lab on each of Keys, Pad, Swells and Arp

A warm pad with a very slow attack, on handover bars only

The envelope is the gesture. What arrives is one chord held about three bars, a touch shorter at a slow tempo and out to four at a fast one. The swell is the patch’s slow attack opening across the first bar and its long release falling away over the rest. On a patch that speaks instantly it plays as a flat block chord, so lengthen the attack and release rather than looking for missing notes. A matching curve is written to CC7 and CC11 for hosts that read them.

It’s meant to be sparse. One chord on each handover into a thicker section, and silence in between. If it feels absent, turn it up rather than asking for more of them.

Send C is where this part lives. Let the tail run straight across the section line, because gluing a section change together is the whole job.

Track name
10

Arp

What the part is A sequenced line that's a lead voice in its own right rather than background motion, usually running over two or three octaves, and in one verse a motif made from the lead of the chorus it leads into

What it loads Arturia Analog Lab Pro, on something short and bright. This one is a lead voice, so pick the patch that way

A lead voice, not background motion

Give it a patch you’d give a lead. Short decay, bright enough that every step speaks, because the line usually spans two or three octaves and the top of it is a melody somebody follows.

It sits dead on the grid. A sequencer doesn’t push or drag, so leave the timing alone. What makes it move is a synced delay filling in between the steps. Each song also hands the filter sweep on CC74 to one of its Pad, Arp or Keys, so some songs give it to the arp.

Plenty of songs have no pad under it. There the arp is the whole harmony, and it has to hold up alone. Widen it, give it the shimmer return, and don’t thin the patch out looking for room that nothing else is using.

Track name
11

Lead

What the part is The hook, the synth line a listener sings back, one voice that answers the vocal and later plays a second tune under it

What it loads TAL-U-NO-LX, which models a Juno-60. This is the hook, so load the patch you’d want somebody humming

A Juno-style mono line, and the hook in most songs

This is the part somebody sings walking away from the track. One voice, and enough body to stand beside the singer rather than underneath.

It answers the voice instead of talking over it. The vocal is the top line, so the lead plays into the gaps where the singer breathes. Where there’s no breath it loops a short figure with its own rhythm, because a lead that stopped every time the vocal started would be taking turns rather than playing along. In the last chorus, where the sung hook sits in its range, it plays that hook with the singer, an octave above.

Set it to mono with legato glide. There’s no pitch bend anywhere in the part. Notes a step or two apart overlap a touch, so the synth glides from one into the next, and the patch’s own LFOs and filter envelope give it the rest of its movement.

From the second chorus it plays a counter-melody. A second tune underneath, between the bass and the vocal line. It moves where that line holds a note or rests, holds through the busy passages, and never lands on the same note. That needs room under the singer, so with a low voice those choruses keep the lead answering. On the Premium plan you can switch off Lead under the singer on the write page. Then the lead answers the singer all the way through, and it still plays that last hook.

Set the delay to a dotted eighth. Send D then hands the line back between the sung phrases, which is most of what makes a synth hook feel bigger than one note at a time. It goes to the master on its own, so the level stays yours.

Track name
12

Vocal

What the part is The sung melody, a guide line for a singer or a voice synth, and it's in every song

What it loads A single sine or triangle oscillator, or any plain tone you have to hand. You sing over this one and then mute it, so what matters is hearing the tune against the words rather than the sound itself

The tune, played rather than sung, so keep it deliberately plain

A plain oscillator is the strict version. One sine or triangle, around 20ms attack and 200ms release, a little vibrato, portamento off. The pitch is unambiguous and it won’t flatter a line that doesn’t work.

Resist choir and vox patches. They smear pitch and blend into the Pad, which hides the exact problem you’re listening for.

The voice sits in front of this band rather than inside it, so give the guide the space the real one will get. Plate on send A, a little hall on B, delay on D.

The line is written against the chords, so it transposes with the song. Where the range doesn’t suit your singer, move the whole track rather than editing notes.

Track name
13

Harmony

What the part is A third or a sixth off the vocal tune where the singer states the hook in a chorus, above or below the singer and moving with the singer step for step, softer than the singer and not in every song

What it loads As track 12

The stacked chorus, and only some songs have one

It loads whatever the vocal above it loads. The pan and the level are what make it read as a second voice, not a different sound. It gets its own track so you can balance the two.

It sings only where the singer states the hook in a chorus, a third or a sixth off the tune and moving with it step for step. It picks one of the two for each phrase, and about three songs in five put it above the lead vocal.

It breaks from that interval only where the line would clash with the band. A note on one or three, or a held one, then moves to a chord tone still a third or sixth off the tune, and the last note of the phrase ends on a chord tone.

Pan it a little off the lead vocal and sit it under rather than beside, which is why it arrives a couple of decibels quieter.

Track name
14

Vocal 2

What the part is A wordless ooh held on a chord tone under the vocal tune, or the vocal hook sung back in the gap after the singer sings it. Later choruses only, softer than the singer, and in two songs in three

What it loads As track 12

An ooh under the singer, or the sung hook echoed

It loads whatever the two vocal tracks above it load. Two songs in three have one. It sings every chorus from the one after the harmony first sings, or from the second where there's no harmony. It sits a little off the lead, away from the harmony, and softer than the lead vocal.

Most often it’s a wordless ooh. It holds one chord tone a chord, about a fifth below where the tune mostly sits. It breathes and sings again at every chord change and every two-bar line, moving as little as it can. Where the singer holds a note it steps off anything a second away, so the two never rub. It's the oohs and ahs the two women sing on the Human League's Mirror Man, with no words at all.

The other kind sings the hook back. It answers in unison once the singer's sung it, starting on the first beat after its last note ends. Where the whole line fits before the vocal comes back in, it's all there, and where it doesn't you get its last words, so "I keep searching down every street" comes back as "every street". The lead and the counter-melody hear it as a singer and play round it. Where the lead vocal leaves it no gap in any chorus, it sings the ooh instead.

Amps for the Two Guitar Tracks

Guitar and Guitar 2 both need one, and they're the only two tracks here that do. Where an amp sits in the chain, and why it never goes on a bus or a send, is on the mixing page.

Most guitar libraries bring an amp sim of their own. Switch it off, take the D.I. output, which is the dry unamped signal, and run that into your own amp on the track. The part and the tone stay separate that way, so you can change the whole sound later without touching a note.

UADx Paradise Guitar Studio is what the template loads on both guitar tracks. Any amp sim does the job, so how you set it matters more than which one you own. Give each track its own instance, because the pair only widens if the two sides can differ.

Stay clean, and keep the room out. A clean amp just short of breakup is what a picked guitar part wants beside these synths. Switch off whatever reverb, delay or room the amp offers, because the room comes off the shared returns, send B for the hall and send D for the repeats.

On the pair, change the cab or the mic rather than the amp. Slots 5 and 6 are the same part played twice and hard-panned, so the width comes from the two sides differing. A different cabinet or a moved mic gives you that without pulling them apart tonally. Keep any compression gentle, because the picking moves from finger to finger and squashing it takes away what makes it feel played.

The Lead is a synth, so it takes no amp. Slot 11 is TAL-U-NO-LX, a Juno model, so there's nothing to mic and nothing to drive. It has a compressor on the track, and sends B, C and D give it the room, the shimmer and its repeats.

The The stretch of the keyboard a part calls home, set per instrument. Ranges overlap, so where the pad, the keys or the swells hold a note up against the singer's, they are the ones that move. Each Part Plays In

Every part has to answer this and none of them should answer it alone. Settle it once for the whole band and two parts don't end up crowding one octave while another sits empty.

The chart is at sounding pitch. The guitars sound an octave below the note they're sent, and so does the lead wherever it's a guitar. Draw them from the written numbers and they'd sit an octave high. The bass is drawn down an octave too, to match where its rack sounds.

C1C2C3C4C5C6C7C8BassBass, E1 to C4, mostly F♯1 to B2, typically D2GuitarGuitar, E3 to G5, mostly F♯3 to D5, typically E4Guitar 2Guitar 2, E3 to G5, mostly F♯3 to D5, typically E4KeysKeys, G3 to F7, mostly D♯4 to D♯6, typically D♯5PadPad, B2 to F♯6, mostly E3 to G♯5, typically F4SwellsSwells, A♯3 to A5, mostly A♯3 to F5, typically G4ArpArp, F♯3 to G♯7, mostly A♯4 to G7, typically G6LeadLead, E3 to B5, mostly D♯4 to F♯5, typically A♯4VocalVocal, C♯3 to D5, mostly F♯3 to A4, typically D4HarmonyHarmony, D3 to C5, mostly D♯3 to B4, typically C4Vocal 2Vocal 2, D3 to C4, mostly D3 to C4, typically F♯3
everything it plays where it mostly sits its typical note

How the Parts Sound Played

The electric bass, the guitar, the keys, the pad, the lead and the acoustic kit each drift three to five ticks off the beat. Each part's timing wanders a step at a time around the beat, the way one musician's time moves across a take. None of them settles on top of the beat or behind it. The doubled guitar goes further out, about eighteen ticks from its twin, which is the window where a second take widens instead of combing.

Velocity follows the same logic on the parts a hand shapes, so you get finger weight, an accent on the downbeat and an arc across a phrase. The pad’s left unshaped on purpose. The keys only bring out the top note of each chord, striking it a touch harder than the notes under it.

The machine kit, the synth bass, the arp and the swells sit on the grid. The first three are sequenced on purpose, and the swells have no hit to push or drag, just one long envelope. The machine does put a few hits on the sixteenth-note triplet, which is placement rather than drift, so quantising to sixteenths flattens it. The sung line is straight as well, so whoever sings it brings the phrasing.

What the Template Sets Up

An Auto Filter on Pad, Keys and Arp. The filter sweep is an automation lane pointed at that device's cutoff, and one of the three carries it in any given song. Take the device out and nothing breaks. The sweep simply isn't there. From the MIDI file it arrives as CC74 instead, so a synth that ignores CC74 wants it mapped.

The buses and sends. Four sends and three buses, laid out in the mixing guide. Swapping an effect takes a second and rebuilding the routing takes an afternoon, so you get the routing and pick your own effects.

Every slot, used or not. Tracks are matched by position, so a song using nine of them still has all fourteen. An empty one carries a single silent note at the very end, because Live drops a track with no notes on import and everything below it shifts up a slot. Delete it once the song is in.

The tune is played rather than sung. The last three seats carry the vocal, the harmony and a second vocal as ordinary instrument tracks, so you can hear the melody against the words before anybody records. The channel is already set for the voice that replaces it, so you aren't building a vocal chain from scratch the day you finally have a take.

The Sung Line

In this genre the vocal is the melody, so on the Premium plan every song gets the vocal guide. That's the melody laid out as plain notes for a singer, a sampled voice or a vocal synth. Delete those tracks and you have your instrumental. On the Free and Standard plans all three vocal tracks arrive empty, with the band still written around a singer.

Which sections carry words is set by the kind of section. A chorus always sings, and so does a bridge. An intro has no words in it, and a big instrumental intro is still an intro. In an instrumental break between two sung sections, nobody sings at all.

Words aren't the only way a singer is in a section. In an intro the singer takes an ordinary line on one vowel, so the sheet prints that vowel for each line with the note count beside it, the way it prints any other line. Read "Ooh 5" and you know what to sing and how many notes it takes.

Every chorus sits a minor third to a fifth above its verse, further for a singer who leaps more, so it's never the verse sung again. A chorus line is about as wordy as a verse line. Both run a little shorter than dream pop's. The title line is written first, a two-bar figure on the chorus chords that opens on a note of the chorus's first chord.

A song draws one four note cell, and in about a third of songs the lead synth states it too, so the lead's answers keep coming back to one idea. The sung line itself is written from the singer's own habits section by section, with a two bar hook of its own over the chorus chords.

Most songs have a lead, and it stays for the whole song rather than stepping aside for the voice. It only sits out a section whose Which kinds of part a section calls for, drums, bass, guitar, a pad or arp, and comping keys, decided for the whole song at once rather than rolled section by section. Who actually plays is drawn kind by kind after that. calls for nothing of its own kind. It plays into the gaps where the singer breathes, and where there's no breath it loops a short figure of its own. If the intro's tune was the lead's, it plays it again in a link, the instrumental break that takes the song back into a verse before the second chorus. From the second chorus, where there's room under the singer, it plays a second tune in chord tones between the bass and the vocal line. On the Premium plan, the Lead under the singer switch on the write page turns that off. Any other break nobody sings is its solo. It starts simply, builds to one highest note and ends on a note it holds. It stops with the band for the hook of a chorus after a bridge. In the last chorus, where the singer's hook sits in its range, it doubles that hook an octave up.

The line is written for a Which of seven ranges the sung line is written for, from baritone up to soprano. Each song draws one separately from its singer and sets that singer’s verse and chorus inside it, though once you name one on the write page, the whole run uses it.. Name one and the whole run uses it. Leave it alone and the run varies its singer the way a compilation does.

These are the voices a run sings, and how often. A song draws its voice type separately from its singer and sets that singer's verse and chorus inside the range. Anything missing from the table only comes up when you name it on the write page.

VoiceRange
BaritenorC3–G4
AltoG3–D5

A range here is what somebody sings comfortably take after take rather than everything they can reach, so it's narrower than a full span on purpose. Point the guide track at something deliberately plain, and delete it the day you have a real voice.

Mixing it →