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Chapter 1

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Power it up, plug it in and make your first beat.

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In this chapter · 7
  1. 1.1What the K.O. II is
  2. 1.2How to read this guide
  3. 1.3Batteries, USB power and switching on
  4. 1.4Jacks and connections
  5. 1.5Your first beat, played live
  6. 1.6Your first beat, step by step
  7. 1.7Technical specifications
1.1BasicsTE guide §1

What the K.O. II is

The EP–133 K.O. II is teenage engineering’s sampler and composer — the big sibling of the PO-33 K.O! pocket operator. You sample from the built-in mic, the line input or a computer over USB, play the results on twelve pads, sequence them, and finish the beat with send effects, a master compressor and punch-in effects you play with your fingers.

Everything happens on the device. There is no screen menu to dig through: a segment display, a handful of keys, two knobs and a fader do the work, and SHIFT unlocks a second job for most keys.

At a glance

  • 128 MB of memory and 999 sample slots, with over 300 factory sounds.
  • 12 velocity- and pressure-sensitive pads that double as a number pad, plus 4 group keys A–D.
  • 9 projects, each with 4 groups of up to 99 patterns, up to 99 scenes and a song mode with 99 positions.
  • Patterns up to 99 bars long, recorded live or step by step, quantised or in free time with swing.
  • 16 mono or 12 stereo voices of polyphony (since OS 2.0).
  • Sampling from the mic, stereo line in, USB audio (OS 2.5) or the K.O. II’s own output (resampling).
  • Six send effects — delay, reverb, distortion, chorus, filter, compressor — plus a master compressor with note-triggered sidechain.
  • Punch-in FX 2.0 on the pads, a fader with 12 recordable assignments and an OB–4-style loop mode.
  • Sync in/out (8th, 16th or sync24), MIDI in/out on 3.5 mm jacks, USB MIDI and the EP sample tool for transfers and backups.

What people call it

EP–133
The model number. TE’s EP series also includes the EP–1320 and EP–40; some K.O. II improvements were ported from them.
K.O. II, KO2, KOII
The product name and its shorthand. TE’s own guide uses “K.O.II” and “ko2” interchangeably.

From the community

Teenage engineering KO II EP-133 - Deep dive tutorial guide

XNB

A 100-minute deep dive with chapters for every mode; ideal as a reference to jump into a single topic.

Teenage Engineering K.O. II EP-133 - Before You Buy // Review

The Midlife Synthesist

Balanced five-pros, five-cons review for anyone still deciding whether the K.O. II fits their setup.

Teenage Engineering EP 133 K.O II REVIEW – Does this $299 sampler live up to the HYPE?!

BoBeats

Launch-era review with demos of sampling synths, chopping and playing it from a MIDI keyboard; predates song mode.

1.2BasicsTE guide §5

How to read this guide

The K.O. II leans on combinations, so the difference between pressing, holding and pressing in order matters. This guide writes every key the way it is printed on the panel, and spells out the order whenever it is not obvious.

Notation

Written asMeans
SHIFT + MAINHold the first key and press the second. Release in any order.
RECORD, then PLAYPress and release the first key, then press the second.
Hold ERASE + SOUNDKeep both held until the display confirms (here, until SND blinks).
7, 0, ., ENTERA specific pad, named by the number printed on it.
PAD, 1–9Any pad, or any of the pads in the range.
A–DThe four group keys on the left of the pads.
− and +The two step keys on the right.
X and YThe two knobs — X is orange, Y is black.
FADER and FADERThe fader itself, and the FADER key above it.
SND, 1.1.1Something the display shows, or a value you type.

TE’s conventions, in brief

Single press
Tap the key and let go.
Combination
Keys joined by a plus are pressed together — the first one held.
Sequence
Keys joined by an arrow in TE’s guide (“then” here) are pressed one after the other.
Hold
Keep a key down — some actions only happen after a second or two, and the display tells you when.
Blinking pads
The pads are waiting for you: to pick a pad, type a number, or record into them.
Fader positions
Top is maximum, bottom is minimum, the middle is the centre setting.
1.3BasicsTE guide §2

Batteries, USB power and switching on

The K.O. II runs happily on batteries for jams away from a socket, or on USB-C power at the desk. There is no internal battery to charge — USB powers it directly.

Batteries

  1. Lift off the top lid to get to the battery compartment.
  2. Put in four fresh AAA batteries, matching the polarity marked inside.
  3. Slide the orange power switch at the top right. The display lights up straight away.

For USB power, use a standard USB-C cable and a supply that gives 5 V at 1 A or more. TE recommends a good-quality, USB-IF compliant charger.

Battery do’s and don’ts

  • Use new batteries of the same type and replace them all at once.
  • Don’t mix old with new, or alkaline with carbon-zinc or rechargeable (NiCd, NiMH) cells.
  • Recycle used batteries according to local rules — never put them in a fire.
1.4BasicsTE guide §1.1, §1.2

Jacks and connections

Every connection is on the top edge, labelled from left to right. All the audio, sync and MIDI jacks are 3.5 mm, so a handful of ordinary minijack cables covers most setups.

ConnectionWhat it does
OUTPUTStereo line and headphone output. Plug in headphones, a speaker, a mixer or an audio interface.
INPUTStereo line input for sampling or for running another instrument through the effects.
SYNC (in and out)Clock in and out for Pocket Operators, modular and vintage drum machines. See Sync in and out.
MIDI (in and out)MIDI on 3.5 mm TRS jacks for keyboards, drum pads and other gear. See MIDI in, out and thru.
USBUSB-C for power, USB MIDI, USB audio (OS 2.5), sample transfers and OS updates.
POWERThe orange on/off switch.
Speaker grilleHides the built-in speaker and the microphone.

Typical setups

  • Sample from a phone: run a 3.5 mm cable from the phone into INPUT.
  • Sample a record: a turntable needs a phono (RIAA) preamp first, unless it has one built in.
  • Monitor on headphones, or plug a speaker straight into OUTPUT.
  • Plug into a computer over USB-C to send audio both ways (OS 2.5) — see USB audio.

From the community

K.O.–SIDEKICK

teenage engineering

TE’s launch film for the K.O.–SIDEKICK, a companion mixer and FX box designed around the K.O. II.

1.5BasicsTE guide §7.1

Your first beat, played live

This is the fastest route from a blank project to a layered beat. You will fill the groups with sounds, record each part live over a count-in, sample your own voice and then commit the result as a scene so you can keep building.

Set up

  1. Hold MAIN and one of 1–9 for about a second, until the display shows P, to open that project. New units ship with sounds in projects 1–5; projects 6–9 are empty.
  2. Press SOUND, press A, then press a pad. Use − and + to step through the library — the number on the display is the sample slot. Fill the other pads the same way.
  3. Repeat for the other groups. TE suggests drums on A, bass on B, melodic sounds on C, and keeping D free for your own samples.

Record drums

  1. Press MAIN. The display now shows where you are in the pattern.
  2. Press RECORD, then PLAY. You get a four-beat count-in, then recording starts — play the pads.
  3. Press PLAY to stop, or press RECORD to stop recording but keep the beat running.
  4. Patterns start one bar long. For more room, hold RECORD and press +.

Add bass and melody

  1. Press B and pick a bass sound, then press KEYS to spread it across the pads chromatically.
  2. Press PLAY to rehearse along, PLAY again to stop, then RECORD, then PLAY to record with a count-in.
  3. Do the same on C for a melody. If a part is longer than the pattern, lengthen it with RECORD + +.

Sample, add effects, commit

  1. Press D, then SAMPLE. The pads blink: hold one and sing or play into the mic or line input. Letting go stops recording; press the pad again to hear it.
  2. Press MAIN and record the new sample into the beat like any other sound.
  3. Press FX, raise the fader to send the current group to the effect, and use − and + to pick a different one.
  4. With the beat playing, hold FX and press pads to perform punch-in effects.
  5. Press SHIFT + MAIN to commit. The patterns are saved as a scene and copied into a fresh one, ready for your next variation.

Combos used here

RECORD, then PLAY
Starts recording after a four-beat count-in.Sequencer stopped
SHIFT + MAIN
Commits: saves the current patterns as a scene and continues in a copy of it.

From the community

Get started with the new EP-133, K.O.II by Teenage Engineering (Tutorial)

True Cuckoo

The most-watched K.O. II tutorial: a calm, chaptered tour from first power-on to jamming, covering nearly every core feature.

1.6BasicsTE guide §7.2

Your first beat, step by step

If you would rather place notes than play them, step sequencing gives you exact control. You move through the pattern one step at a time and drop sounds onto the steps you want.

  1. Open an empty project (hold MAIN + 6–9 until P shows), load sounds as in Your first beat, played live, then press MAIN.
  2. Hold SHIFT and press − until the display reads 1.1.1 — the first step of the first bar.
  3. Hold RECORD and press a pad to put that sound on the current step. Pads with a note on the step light up.
  4. Use − and + to move between steps.
  5. For a four-on-the-floor kick, place it on 1.1.1, 1.2.1, 1.3.1 and 1.4.1. Add a snare on 1.2.1 and 1.4.1 for a backbeat.
  6. Press TIMING and turn X to change the note interval — how many steps there are per bar. The default is 1/16.
  7. Turn Y in TIMING to add swing.
  8. Hold TIMING and press a pad to repeat it at the note interval — quick hi-hats.

Reading the position

1.3.1
Bar 1, beat 3, step 1 of that beat. With a 1/16 interval each beat has four steps.
Note interval
The step size. Finer intervals give more detail; coarser ones make programming quicker. See Note interval, quantise and swing.

From the community

EP-133 K.O. II Sampler Composer | First Beat Tutorial | teenage engineering

Sound Technology Ltd

Builds a complete beat in under nine minutes, touching step entry, note repeat, keys, punch-in FX and sampling.

Tips on using the EP-133 as a Straight up DRUM MACHINE

Liam Killen

Approaches the K.O. II purely as a drum machine, including how to think about layering sounds.

1.7AdvancedTE guide §16

Technical specifications

The numbers behind the box: useful when you are matching levels, choosing cables or wondering how much fits in memory.

Sampler and engine

SpecValue
Memory128 MB, up to 999 samples (whichever runs out first)
Recording16-bit, stereo or mono, at 46.875 kHz; 32 kHz and 26.25 kHz options since OS 2.5
Sample lengthUp to 20 seconds stereo, 40 seconds mono (OS 2.5)
Polyphony16 mono / 12 stereo voices (OS 2.0)
Signal chain32-bit float, 24-bit converters
Sequencer96 ppqn internal clock; one step is 24 ticks
Projects9, each holding up to 80,000 notes

Inputs and outputs

PortSpecification
Line inputStereo, 24-bit, SNR 96 dBA, 6.5 kΩ, analogue gain 0–12 dB, max 8 dBu (2.0 Vrms)
Headphone/line outputStereo, 24-bit, SNR 98 dBA, max 5 dBu (1.4 Vrms)
MIDI inMMA type A pinout, opto-coupled
MIDI outMMA type A pinout, 3.3 V
Sync outTip: 8th, 16th or 24 ppqn clock · ring: start/stop · 3.3 V
Sync inTip: 8th, 16th or 24 ppqn clock · ring: start/stop · 3.3 V, accepts up to 10 V
USBUSB-C: power (5 V, min 1 A), MIDI, audio, file transfer
Power4 × AAA batteries or USB-C