In computer-based production, a sample usually means recorded audio data, especially material such as instrument sounds, drum hits, voices, and field recordings. It covers everything from a single kick hit to long phrases and loops. The word is also used for each individual value produced when digital audio is measured at regular intervals.
Samples as material
In production you import audio files into the DAW and place them as audio clips. Drum one-shots, chord loops, sound effects, and vocal chops are typical examples. Performances you record yourself can be treated as samples too. Start by being clear about what length and what purpose the material is for.
One-shots and loops
A one-shot is a short sound played once, suited to kicks, snares, and claps. A loop is a performance or a rhythm that repeats over a set length. When matching a loop to the tempo of your song, check its length and where the beats fall, and use your DAW’s time-stretching if you need it.
How it differs from sample rate
A sample as material and the sample rate are different concepts. Sample rate indicates how many times per second the sound is measured. 44.1 kHz, for example, means 44,100 samples per second. Do not confuse choosing a file with describing the precision of audio data.
Rights and terms of use
When you use material you did not create or record yourself, check the license from the source. Whether commercial use is allowed, whether you may process it, whether credit is required, and whether redistribution is prohibited all differ from one library to another. Being able to import a file into a DAW is not the same as being free to use it in a released track.
Playing samples with a sampler
To map a sample across the pitches of a keyboard, or to change how it sounds with velocity, use a sampler. For the basics of treating material as an instrument, see the article on software instruments.
