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Cubase doesn't ship with a built-in way to record system audio — the sound coming out of Spotify, YouTube, Zoom, your browser, or any other app — onto an audio track in your project. This guide walks through the clean workflow using AudioRoute Capture, an Instrument Track, a Group Track for feedback prevention, and a regular Audio Track for the recording. No aggregate device, no virtual driver, no Studio Setup gymnastics.
Cubase's design assumes audio tracks record from physical inputs — a microphone, a line-in, an audio interface channel. Internal routing from an instrument's audio output to an audio track's input isn't first-class in Cubase the way it is in Logic Pro or Ableton Live. Render in Place doesn't help here either, because it runs offline (faster than real-time) and AudioRoute's source is the live system audio tap that can only produce audio at real-time speed.
The pattern that does work cleanly is to stage the AudioRoute Capture plugin on an Instrument Track, route its audio output through a Group Track (with the Group's own output set to No Bus to prevent feedback), and have a separate Audio Track tap that Group as its input source for recording. Cubase's Audio Track input from a Group taps the signal before the Group's output stage, so the "No Bus" doesn't block recording — it just prevents the audio from playing back out the speakers, which is exactly what stops the feedback loop.
It's one more step than the equivalent setup in Logic or Live, but once the topology is in place it's the same workflow every time. More on how AudioRoute works under the hood if you're curious.
Install AudioRoute, then quit and reopen Cubase so its plugin scanner picks up AudioRoute Capture. You should see it listed in the VST3 Plug-in Manager under Synth / Generator.
Before you touch anything in Cubase, make sure three rates agree:
All three must be the same value. 48 kHz is fine for most content (YouTube, Zoom, video editing). 96 kHz if you're capturing Hi-Res Lossless music for archival or mastering reference work.
Mismatched rates cause crackling. If your device is at 96 kHz but your Cubase project is at 48 kHz (or vice versa), the recorded audio will have crackling artifacts at every buffer boundary. The recording looks clean in the waveform view but sounds wrong. Match the rates first; everything else just works after that.
In an empty area of the track list (left side of the Cubase project window), right-click and choose Add Instrument Track.
The Add Track dialog appears. Click the Instrument dropdown and pick AudioRoute Capture. The other fields can stay at their defaults (Input Routing: All MIDI Inputs, Output Routing: Stereo Out, Event Type: MIDI Part). Click Add Track.
The AudioRoute Capture plugin window opens automatically. Verify three things:
Play some audio in any other app (Spotify, browser, etc.) and watch the L / R meters in the plugin window. They should bounce. If they don't, AudioRoute isn't seeing system audio — check the tray app's status and macOS / Windows permissions.
The Group Track gives us an intermediate routing stop where Cubase can tap the signal for the Audio Track input without sending it to the master output. Right-click on the AudioRoute Capture Instrument Track (the track header in the track list) and choose Add Track → Group Track to Selected Tracks.
The Add Track dialog appears for the Group. Defaults are fine: Configuration: Stereo, Output Routing: Stereo Out (we'll change this next), name it AudioRouteGroup or similar. Click Add Track.
The new Group appears below the Instrument Track. Because we used "Add to Selected Tracks," Cubase has already routed the Instrument Track's output to feed the Group — you don't need to set that manually.
This is the feedback-prevention step. With the Group selected, open its Inspector on the left, expand the Routing section, click the Output Routing dropdown, and pick No Bus.
Why this prevents feedback. If the Group routed to Stereo Out, the captured system audio would play through your speakers. AudioRoute's tap would then re-capture that playback, feed it back into the same Group, and create an escalating feedback loop. Setting the Group's output to No Bus breaks the loop at the right point: the Audio Track still receives the signal via Cubase's pre-output-routing tap, but nothing reaches the audio device for AudioRoute to re-capture.
Right-click in the track list area → Add Audio Track. The Add Track dialog appears; the defaults (stereo, no input bus assigned yet) are fine. Click Add Track.
With the new Audio Track selected, open its Inspector, expand the Routing section, and click the Input Routing dropdown. Pick Group - AudioRouteGroup (the Group you created in Step 4).
Then click the R button on the Audio Track to record-arm it. The track header should turn red.
Leave the Audio Track's Monitor button (the speaker icon) OFF. You don't need to monitor the input through Cubase because the source audio is already playing through your speakers directly — AudioRoute observes it without interrupting it.
Now you're recording. Start your source audio playing (Spotify, browser, Zoom, whatever), then click the Record button in Cubase's transport (the red circle next to Play). Or hit the keyboard shortcut * on the numeric keypad.
A waveform grows in real-time on the Audio Track as the system audio is captured. Click Stop when you're done.
The clip is now a regular Cubase audio event — trim it, fade it, drag it around the timeline, apply inserts, render to disk. Standard Cubase workflow from here.
Sample rate mismatch. The most common cause: your audio device is running at one rate (e.g. 96 kHz) and your Cubase project is at another (e.g. 48 kHz). The audio is being silently resampled and you're hearing the artifacts at every buffer boundary.
Fix: match all three rates — device, AudioRoute (Auto), Cubase Project Setup. See the Match the sample rates first section above.
Render in Place renders offline — Cubase asks the plugin to produce audio as fast as possible, not at real-time speed. AudioRoute's source is the live system audio tap, which only produces audio at real-time speed. The first few hundred milliseconds happen to be in the shared memory ring buffer at the moment of render; the rest is silence. Don't use Render in Place for AudioRoute; use the Group + Audio Track recording workflow above.
Cubase 12+ enables VST3 plugin sandboxing by default. AudioRoute's Feedback Protection feature relies on the plugin reporting its host process ID to the daemon so the daemon can exclude Cubase from the audio tap. Under sandboxing, the plugin reports the sandbox helper process instead of Cubase itself, which means automatic feedback protection doesn't fully engage.
The Group + No Bus routing in this guide prevents feedback regardless — that's why we use it. If you want the AudioRoute Capture audio to also play through your Stereo Out (for live monitoring), additionally disable plugin sandboxing in Studio → Studio Setup → VST Audio System → Activate VST3 Plug-In Sandboxing (uncheck). We're shipping a code-side fix in an upcoming release that will make this step unnecessary.
Studio → VST Plug-in Manager → Update / Rescan. If still not present, check the plugin install paths: on Mac, /Library/Audio/Plug-Ins/VST3/AudioRoute Capture.vst3; on Windows, C:\Program Files\Common Files\VST3\AudioRoute Capture.vst3.
Two likely causes:
If both are correct and the AudioRoute plugin window shows meters bouncing but the Audio Track input meter is dead, restart Cubase — occasionally Cubase's internal routing graph needs a refresh after adding a new Group.
If you just want a clean recording of system audio to drag into your project later, the simplest path is the AudioRoute tray app:
~/Music/AudioRoute/ (Mac) or %USERPROFILE%\Music\AudioRoute\ (Windows), 32-bit float, at the device's native rate.File → Import → Audio File.This skips Cubase's routing entirely. Good when "I want a recording of this" is the goal and the project context isn't important. The 8-step in-DAW workflow above is for when you specifically need system audio inside an active Cubase session alongside other tracks.
The Group / No Bus / Audio Track input pattern can be finicky — if your setup matches the screenshots but recording still isn't working, drop us a line.
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