Audio Repair and Restoration

Audio recorded at the wrong sample rate in REAPER

Published September 21, 2026

Quick answer

If a take plays slow and deep, or fast and chipmunked, the recorded samples are almost certainly fine. What is wrong is the number in the file that says how many samples to play per second. Work out the ratio between the speed it should be and the speed it is, set that ratio as the item’s playback rate in REAPER with preserve pitch turned off, and the take comes back. The most common case is a 44.1 kHz and 48 kHz mix-up, which puts the speed roughly 8 to 9 percent out and the pitch almost exactly 1.5 semitones out. Before you do any of that, rule out the three settings that imitate this problem.

This one is frightening the first time it happens. You record a take, it sounds fine while you are recording it, and then on playback it is slower and lower than you sang it. Or the opposite: everything is fast, thin and cartoonish. It feels like the take is ruined.

It usually is not. A wrong sample rate does not damage anything. It is a labelling problem, and labelling problems are reversible. The harder part is working out whether a sample rate mismatch is actually what you are looking at, because three other REAPER settings produce a very similar symptom and have completely different fixes.

Why a wrong sample rate changes both speed and pitch

A digital audio file is a long list of numbers. Nothing in that list says how fast the numbers are supposed to come out. That instruction lives separately, in the file’s header. In a WAV file it is a field that Microsoft’s format documentation calls nSamplesPerSec, the sample rate in samples per second.

So if a file holds audio that was captured 48,000 times a second, but the header says 44,100, a player dutifully hands out 44,100 samples per second. The audio takes longer to get through, and every frequency in it drops by the same proportion. Speed and pitch always move together, which is the giveaway. If the timing is wrong but the pitch is right, this is not your problem.

Two rates cause nearly all of these mix-ups. 48 kHz is the rate recommended for professional origination, processing and interchange in the AES5 recommended practice, and it is what video and broadcast gear defaults to. 44.1 kHz is recognised in the same document for consumer digital applications, and it is what CD-era and a lot of music software defaults to. Put a machine of each kind in the same signal path and you have the classic mismatch.

First, rule out the three impostors

Do this before you touch any rate settings. All three of these change speed and pitch exactly like a sample rate mismatch does, and all three are one click to undo.

1

The item’s own playback rate

Select the item and press F2 to open Item Properties. If the playback rate is anything other than 1.0, that is your answer. It is easy to set by accident: holding Alt while dragging an item edge time-stretches it.

2

The transport play rate

REAPER has a global play rate control in the transport. If it has drifted off 1.0, every item in the project plays at the wrong speed, not just the new take. That is a useful tell: one wrong item points at the file, every wrong item points at a project-wide setting.

3

Timebase set to auto-stretch

If an item’s timebase is set to beats with auto-stretch, changing the project tempo stretches the audio and moves its pitch. Check the item’s timebase in Item Properties, and check whether the project tempo is the same as when you recorded.

The fastest single test

Play the file outside REAPER, in whatever media player your computer came with. If it sounds wrong there too, the file itself is mislabelled. If it sounds correct there and wrong in REAPER, the problem is a REAPER setting, and it is one of the three above.

Confirm it is a rate mismatch, and measure the ratio

Now compare two numbers.

  1. The file’s rate. Open the file in REAPER’s Media Explorer, which lists the source file’s own sample rate. Your operating system’s file properties panel will tell you the same thing, and it is worth checking both when the number matters.
  2. The project’s rate. File, then Project Settings. The sample rate is on the first tab.

Here is the part that surprises people: those two numbers being different is not by itself a problem. REAPER supports items that use sample rate conversion, and its render path can process at the project rate and resample to the final rate. A file that honestly declares its own rate plays at the right pitch in a project running at a different rate. So if the numbers differ and the take still sounds correct, leave it alone.

The problem case is a file whose header is wrong: the interface was actually running at one rate while the file got written claiming another. Then REAPER trusts the header, converts from the wrong starting point, and you hear the offset.

Work out the ratio as the rate it was really recorded at, divided by the rate the header claims. That number is the playback rate you need.

Really recorded atHeader saysPlayback rate to fix itWhat you hear
48,00044,1001.0884About 8% slow, 1.5 semitones flat
44,10048,0000.9188About 9% fast, 1.5 semitones sharp
96,00048,0002.0Exactly half speed, one octave down
88,20044,1002.0Exactly half speed, one octave down
48,00096,0000.5Exactly double speed, one octave up
96,00044,1002.1769Roughly half speed, about 13.5 semitones down

If your take does not match any row, measure it instead of guessing. Find something in the recording whose true length you know, a metronome bar or a clap track, and divide the length it currently is by the length it should be. A ratio that lands close to 1.0884, 0.9188, 2.0 or 0.5 confirms a rate mismatch. A ratio that is some awkward number nowhere near those is a hint that something else is going on, such as clock drift between two devices rather than a single wrong label.

The fix in REAPER

1. Set the playback rate

Select the item, press F2, and enter the ratio from the table in the playback rate field. Make sure the preserve pitch option next to it is off. Preserve pitch is for musical time-stretching, where you want the tempo to change and the key to stay put. Here you want the opposite: you want speed and pitch to move together, because moving them together is exactly what undoes the original error.

2. Listen, then bake it in

Play it back. A correct ratio sounds immediately right, not nearly right. If it is close but still slightly off, you probably guessed the wrong pair of rates, so go back and check the file’s actual header rate rather than nudging the number by ear.

Once it is right, make it permanent so the setting cannot get lost. Select the item, right-click, and glue it, or render the track. Either way REAPER writes a new file at the corrected speed.

3. The cleaner route, if you want zero conversion

The playback-rate method converts the audio once, which for a spoken or sung take is a small, one-time change. If you would rather not convert at all, you can reinterpret the same samples under a corrected rate instead. Audacity is free and does this: File, Import, Raw Data is documented as handling files that have incorrect headers, and it lets you specify the sample rate to apply on import, anywhere from 100 Hz to 384,000 Hz. Set the encoding and channel count to match the original, set the rate to the true one, then export a fresh WAV and bring that into REAPER. REAPER itself does not edit file headers, so this is the one job worth leaving the project for.

Keep the original

Whichever route you take, do not overwrite the source file until you have heard the corrected version all the way through. The original is your only copy of the samples. Everything else is recoverable from it.

Stop it happening to the next take

The mismatch almost always comes from two places disagreeing about the rate: your audio device and your project.

Higher is not a fix

Recording at 96 kHz to be safe does not prevent this. It just gives you more rates to mismatch, larger files, and more CPU load. The thing that prevents it is one rate set in one place.

What this will not fix

Correcting a sample rate puts back the speed and the pitch. It does not do anything else.

If it still sounds wrong

  1. Only some items are affected. Then it is per-file, so check each item’s source rate. A project can easily contain one bad import among good ones.
  2. Everything in the project is affected. Then it is project-wide: transport play rate, project tempo against an auto-stretch timebase, or the device rate itself.
  3. The offset is tiny and grows over the take. That is drift, not a wrong label. It points at two clocks running independently, which also shows up when audio drifts out of sync with video.
  4. Your interface disappeared or changed. A device that reconnected at a different rate produces exactly this. Start with REAPER not detecting your microphone or interface.
  5. The corrected file exports at the wrong rate. The render dialog has its own sample rate setting, independent of the project. Check it when you export audio from REAPER.
Takeaway

Slow and deep, or fast and chipmunked, means the samples are being played at the wrong speed, not that they are damaged. Rule out item playback rate, transport play rate and an auto-stretch timebase first. Then compare the file’s rate with the project’s, set the item’s playback rate to the true rate divided by the claimed rate with preserve pitch off, and glue it. Then set the rate in one place so it does not happen again.

Sources

  1. Microsoft, “WAVEFORMATEX structure (mmeapi.h)” - the nSamplesPerSec member holds the sample rate in samples per second, stored in the format header rather than in the audio data. Checked September 21, 2026. learn.microsoft.com
  2. Audio Engineering Society, AES5-2018 (r2023), “Preferred sampling frequencies for applications employing pulse-code modulation” - 48 kHz recommended for origination, processing and interchange; 44.1 kHz recognised for certain consumer digital applications; 96 kHz for applications requiring higher bandwidth. Checked September 21, 2026. aes.org/standards
  3. Cockos, REAPER User Guide v7.80 (Geoffrey Francis) - Options, Preferences, Audio, Device: the Request sample rate/block size tickboxes, described as generally preferred over using the sound card’s own control software, and the recommendation to choose ASIO where available, with WASAPI possibly needing exclusive mode. Checked September 21, 2026. reaper.fm/userguide
  4. Cockos, REAPER Troubleshooting Guide - File, Project Settings contains the project sample rate. Checked September 21, 2026. reaper.fm/guides
  5. Cockos, REAPER Quick Start Guide - item position, loop, fades and pitch are edited in Item Properties, opened with F2; time-stretching an item is done by Alt-dragging its edge. Checked September 21, 2026. reaper.fm/guides
  6. Cockos, REAPER changelog - entries covering items that use sample rate conversion, and rendering that processes at the project sample rate and resamples to the final sample rate. Checked September 21, 2026 against the current release, v7.80 of September 13, 2026. reaper.fm/whatsnew.txt
  7. Audacity Manual, “File Menu: Import” - Import Raw Data handles files that may have incorrect headers and lets you set the sample rate applied on import, from 100 Hz to 384,000 Hz. Checked September 21, 2026. manual.audacityteam.org