Help & Reference

    Quick start

    1. Add tracks — drop MP3, WAV or FLAC files on the drop zone or press "Add tracks". Everything runs in your browser: the files are never uploaded anywhere.

    2. Let the analysis finish — the engine finds each track's tempo, beats and bars, key, its parts (intro, break, drop, outro), loudness and where the beat plays. While AUTO is on and you have not reordered by hand, the tracks are put straight into the order they mix best in.

    3. Check the plan — between the cards you see how the engine will join each pair, for how many bars and seconds, and where in each track; the OUT and IN zones are marked on the waveforms.

    4. Generate the mix — the "Generate Mix" button. An hour of music takes a few minutes, depending on the computer.

    5. Listen and download — as WAV, MP3 or FLAC. The junctions and track numbers are marked under the mix waveform.

    How MixMagic mixes

    The engine does not put the same transition on every junction. For each pair it tries the places where the first track can leave and the second can come in, the ways to join them, the length and the tempo match, scores each option by how well the two tracks fit at exactly those places, and picks the best.

    Track order

    In AUTO the order is chosen from the transitions that will actually play: as few cuts and echoes as possible first, then the best smooth transitions, keeping every track close to its own tempo. Pairs that only mix with a tempo walk are put side by side only when nothing else works. Two tracks by the same artist never follow each other (the artist comes from the file's tags and its name, co-artists and remixers included). An order you set by hand is left alone.

    Where the junction goes

    • Leaving — late in the first track, where its beat still plays — not in a dip in the middle of it.
    • Coming in — early in the second, where it has a beat and its bass holds, and so that it keeps playing without a dip afterwards.
    • Level — the overall level across a transition should not sag well below how the set sounded before it — as when a quiet outro meets a quiet intro.
    • Length — usually 22–40 seconds, longer the better the pair sounds together. At fast tempos (DnB) up to 24 bars.
    Transition methods, preferred first
    MethodWhat happens
    Short / EQ / Long blendBoth tracks play together at one tempo with their beats lined up; the EQ bands pass from the first to the second. They differ in length.
    Bass swapMids and highs of both tracks play together; the bass switches over at one point.
    Breakdown swapThe second track comes in during the first one's breakdown; the bass goes to the second.
    Atmospheric blendFor pairs more than 5 % apart in tempo: the second track comes in on its intro without a kick, or the first leaves on its outro without one. Each track keeps its own tempo.
    Echo outFallback: the first track leaves into an echo.
    CutLast resort when nothing smooth works. The second track plays at its own tempo.

    Tempo

    • Matching — the incoming track is matched to the tempo the previous one actually plays at. By default by speed (the pitch moves with the tempo); with Time Stretch, without a pitch change.
    • The 5 % limit — no track is pulled more than 5 % off its own tempo for a smooth transition.
    • Tempo walk — for a 5–7.6 % gap the tracks meet halfway: the first one changes tempo smoothly beforehand, the second is pulled to meet it. The bigger the change, the longer it takes.
    • Easing home — when the chain would keep drifting, a track eases back to its own tempo after coming in (Ramp).
    • Over 7.6 % — an atmospheric blend, an echo or a cut — the tempos are not matched.

    Tempo ramp: when, how long, where to

    A ramp is a smooth tempo change while a track plays on its own, between its two transitions — the way a DJ brings the pitch fader back to zero or walks the tempo towards the next record. The tempo never changes during a transition itself: two decks only play together at one tempo.

    • Why — without ramps every next track is matched to the one before, and over a few tracks the whole set drifts to the first track's tempo: tracks play 5–7 % faster or slower than their own. A ramp brings a track back to its own tempo or walks it to the tempo where it meets the next one.
    • Where to — to its own tempo — when the track has Ramp ticked, or when otherwise the next track would have to be pulled more than 5 % off its own (the engine does this by itself). To the halfway tempo — in a tempo walk, when a pair is 5–7.6 % apart: the first track moves towards the second beforehand, and neither moves more than 5 %.
    • When it starts — right after the transition into the track has finished, i.e. once the previous track is gone.
    • How long — 16 bars by default: about 31 s at 124 BPM, about 22 s at 174 BPM; never fewer than 4 bars. The tempo changes by at most 0.2 % per bar, so a big change takes longer: 7.5 % takes about 38 bars, over a minute at 124 BPM.
    • Where it ends — at least 4 bars before the point where the track starts to leave, so the next track meets a steady tempo. If there is not that much room between coming in and leaving, there is no ramp; the tooltip on the Ramp tick says there was no room.
    • Shape — even: the tempo changes by the same amount every bar. The beat grid follows it, so the next transition is matched to the real tempo after the ramp.
    • How the tempo is changed — without Time Stretch, by playback speed, like a pitch fader without Master Tempo: the pitch moves with the tempo. 1 % of tempo is about 0.17 semitones, 3 % about half a semitone, 6 % about a semitone. Up to 2–3 % it is barely audible; from 5 % you hear it on vocals and melodies. With Time Stretch the ramp is time-stretched along the same curve and the pitch stays put (see below).
    • When there is no ramp — BPM Ramping (the master switch) is off; the track's Ramp is unticked; Sync is off; the track is pulled more than 6 %; there was no room. The track then plays at one speed throughout, and pairs that cannot be matched without a tempo walk get an atmospheric blend, an echo or a cut.
    • Where you see it — on the track card: a filled Ramp circle and a tempo line with two values — what the track comes in at and what it leaves at, with percent and semitones.

    Time Stretch and pitch

    There are two ways to change a track's tempo, and they differ in pitch. By speed (vinyl, or a CDJ without Master Tempo) the tempo and the pitch change together. By time-stretch (Master Tempo) the tempo changes and the pitch stays. The Time Stretch tick picks the second way for every tempo match.

    • The price — time-stretch (the WSOLA algorithm, SoundTouch) cuts the audio into short pieces and glues them back together: drums get slightly phasey. The bigger the tempo change, the more noticeable.
    • Ramps with stretch — ramps work with Time Stretch too: the track is stretched along the same tempo curve a speed ramp follows, with a changing ratio, and the pitch stays. Easing home and tempo walks work as without it. When the ramp takes a track home, the original plays untouched after it ends — the stretch stays only on the way in and in the ramp itself.
    • AUTO decides — with AUTO on the engine picks the method per track: a track moved less than 2 % from its own tempo at any point (up to a third of a semitone, inaudible) changes tempo by speed, which is cleaner; more than that, by time-stretch. Without AUTO it is stretch wherever the tempo moves. The track card shows the choice: semitones or "key kept".
    • Accuracy — the algorithm itself puts the audio 10–20 ms early, earlier the more it slows down. The engine compensates: the beats of a stretched track sit within about ±5 ms of where they belong.
    • Which to use — for sets with close tempos (within 2–3 %) Time Stretch is not needed — the pitch shift is inaudible and the sound is cleaner. It helps when tracks are pulled 4 % or more and the key of vocals and melodies must not move.

    EQ during a transition

    The bands are handed over according to what the tracks play, not one curve for all:

    • Bass — switches over two bars at the point from which the second track's bass holds to the end of the transition; earlier if the first track's bass drops out by itself. Never two basslines at once.
    • Highs — are handed over in a window around where they appear in the second track. If the second has hardly any, the first track's hats stay to the end.
    • Mids — smoothly across the whole transition.

    Beat and loudness

    • Beat alignment — the beats of both tracks are lined up on the kick, and on the snare for breakbeats and DnB.
    • Loudness — every track is brought to −14 LUFS, and a master limiter keeps peaks under −1 dBFS.

    The track card

    • Number in a green box — the track's place in the mix; the same number appears under the finished mix waveform.
    • Handle ⋮⋮ — drag to reorder. After that the order counts as set by hand.
    • ▶ — play the track; click the waveform to move the position.
    • Waveform — bar colour shows the dominant band: blue — bass, orange — mids, white — highs. Reddish tint — intro, greenish — outro, P1, P2… mark 8-bar phrases.
    • OUT / IN — where the track leaves into the next one and comes in from the previous, with the transition length in seconds ("OUT 31 s").

    Tempo on the card

    • "128 BPM ✎" — the track's own tempo as the engine read it. Click to type your own if it is wrong (happens on psychill and chillout: read 1.5× too high); "reset" undoes it.
    • Tempo in the mix — "▼ 126.0 (−3.1 %, −0.54 st) → ▲ 135.4 (+4.2 %, +0.71 st)": the tempo the track comes in at and, if it changes along the way, leaves at; the change from its own tempo and the pitch shift in semitones (with Time Stretch: "key kept"). ▲ sped up, ▼ slowed down. Colour: green under 2 %, amber 2–4 %, red from 4 %. "Plays at its own tempo" — not matched.
    • Sync — on — the track is matched to the previous one. Off — it plays at its own tempo, and the transition into it is atmospheric, an echo or a cut.
    • Ramp — the circle is filled when the track's tempo changes along the way — set by you or by the engine. Tick it to bring the track back to its own tempo after it comes in; untick it to forbid any tempo change on this track. Disabled when the global BPM Ramping or Sync is off. The tooltip says why a ramp was not made when there was no room.
    • Key — the key the engine reads, with its Camelot code. The colour is its fit with the previous track: green — compatible, amber — weak, red — clash. A grey dashed badge with "?" means low confidence (drums, breakbeats, an unclear key), and the engine hardly weighs it. The tooltip gives the confidence in percent. The key is shown only: it is not edited by hand, and nothing shifts the audio by key.
    • RMS — the track's average loudness and peak (in the tooltip).
    • FX — effects on a part of the track — see "Effects".
    • Transition → next — "Auto" — the engine picks the method. You can pick your own (Cut, Fade, EQ Blend, Bass Swap, Filter Sweep, Echo Out, Wash Out) for the transition from this track into the next: the engine still finds the best points, length and tempo for it. The "Preview transition" button in that menu renders it through the engine as it will sound in the mix (about 8 seconds).

    The line between cards

    Example: "short-blend · 16 bars · 31 s · A leaves at 62 % → B enters at 6 % · 128 BPM · bass swap at 50 % · aligned on kick · score 0.84".

    • Method and length — which transition and for how many bars and seconds the tracks play together.
    • A leaves / B enters — where in each track, as a share of its length.
    • BPM — the tempo the decks meet at; "each at its own tempo" — not matched.
    • Bass swap — at what point of the transition the bass goes to the second track.
    • Score — how good the engine thinks the option is, 0–1. Compare it between junctions of one set.
    • After generating — it adds what was actually rendered ("in the mix: eq-blend").

    Warnings

    • "Cut / echo here" — this pair has no smooth transition. The Alternatives button shows what the engine can build instead: another transition, a track moved, a different tempo when it may have been misread, a tempo walk or Sync. Each can be heard first (the pair is rendered through the engine, about 8 seconds) and applied; if the mix is already made, "Mix again" appears.
    • "The next track would be more than 5 % off" — the chain drifted and there is no room to bring it back. Turn BPM Ramping on or change the order.
    • "Sync is off" — the next track plays at its own tempo, so this cannot be a blend.
    • "The chosen transition does not fit" — your choice will play, but it does not suit this pair.

    Playlist and sorting

    Smart
    — the order the pairs mix best in (the same AUTO uses). Clears a hand-set order.

    BPM
    — by tempo, slowest first.

    Key
    — by Camelot code.

    Name
    — alphabetically.

    Dragging and the BPM, Key and Name sorts fix the order by hand: the engine keeps it. With AUTO on and no hand-set order, the tracks are reordered when added and when the mix is generated.

    Mix settings

    On V2 the EQ mode (EQ Kill / Dynamic EQ), Beat Grid Snap and Smart Phrase Mix are hidden: the engine sets the EQ from the audio and always aligns to beats, bars and phrases.

    Effects

    • Transition FX (FX tab) — are layered over the transition on top of its method. Switch an effect on with its parameters on the FX tab; a single transition can override them from the transition picker on the card.
    • Effects on part of a track (FX button on the card) — select a stretch on the waveform, add an effect and listen with "Preview". "Apply to track" adds a copy of the track with the effect to the playlist; the original is untouched.
    EffectWhat it doesParameters
    Vinyl StopTurntable power-down — the track slows to a stop.speed 0.5–3 s
    Loop RollLoops a slice, shortening it (2 → 1 → ½ → ¼ beat).beats 0.125–4, decay
    BackspinA reverse spin of the record.duration 0.5–3 s
    FlangerA jet-like sweep from a modulated delay.rate, depth, feedback
    PhaserA warm swirl from phase filters.rate, depth
    BitcrusherLo-fi distortion by lowering bit depth.4–16 bits
    Gate / StutterRhythmic on/off chopping in time.1/16–1 beat
    Noise SweepRising white noise for tension.amount
    ReverbSpace, a reverb tail.decay 1–8 s, pre-delay
    DelayRepeating echo.time, feedback
    High-Pass / Low-PassCuts the lows or the highs.cutoff

    The finished mix

    • Mix waveform — under it every junction shows "⇄ 31 s" (transition length) or "cut", and each track's number in the middle of its stretch.
    • WAV — uncompressed, saved instantly. The largest file.
    • FLAC — lossless and smaller than WAV; an hour of mix takes about 30 seconds.
    • MP3 — 192 kbps, plays anywhere; an hour of mix takes about a minute and a half.

    The mix is rendered at 48 kHz at most, even when the sound card runs at 96 kHz: that keeps long mixes within the browser's memory.

    The previous version (/v1)

    The previous V1 engine runs at /v1/studio: one method for every junction, the transition at the end of a track for the crossfade length, sorting by BPM and key. It has the EQ modes (EQ Kill with depth, Dynamic EQ with intensity), Beat Grid Snap, Smart Phrase Mix, and there BPM Ramping slides the tempo during the transition itself. Shared improvements (isolator, limiter, beat alignment) are in it too.

    Keys and the Camelot wheel

    • Same code — always compatible (8A → 8A).
    • ±1, same letter — neighbours on the wheel (8A → 7A or 9A).
    • Same number, A↔B — relative major and minor (8A → 8B).

    The engine weighs the key by how clearly it is there: on percussive tracks and breakbeats it decides almost nothing.

    MinorCamelotMajorCamelot
    G#m / Abm1AB / Cb1B
    D#m / Ebm2AF# / Gb2B
    A#m / Bbm3AC# / Db3B
    Fm4AG# / Ab4B
    Cm5AD# / Eb5B
    Gm6AA# / Bb6B
    Dm7AF7B
    Am8AC8B
    Em9AG9B
    Bm10AD10B
    F#m11AA11B
    C#m / Dbm12AE12B

    What does not work perfectly yet

    • Tempo of psychill and chillout — is sometimes read 1.5× too high (122 → 184). Correct the BPM on the card.
    • Vocals — are detected only roughly, so vocal over vocal still happens.
    • The beat in deep house and downtempo — with a soft kick is harder to detect: the engine may take an intro without a kick for a beat, or the other way round.
    • Level dips — when both the first track's outro and the second's intro are quiet, the transition is quieter too.

    Found a bad transition? Tell us via feedback and say at what minute of the mix you hear it.