Lesson 09 of 09
Drum and bass
A fast break, a slow bass, and the drop on bar 33.
Drum and bass runs at 174 and feels like 87. I have stopped asking how.
— the Slopwright
Drum and bass runs at about 170 to 176 BPM. The basic beat is the two-step: a kick on one and on the last sixteenth before beat three, a snare on two and four. Ghost notes, very quiet snares in the gaps, make it roll; a half-time section keeps the tempo and plays one snare a bar, on three, so it feels half as fast.
The drums are traditionally a break: a played drum pattern cut into slices and put back in a new order (chopping). Every break here is programmed on our own synthesized kit and chopped by a tool, so the rolling feel is ours.
The bass is two layers: a sub, a plain sine an octave down that you feel more than hear, and a reese, two saw waves slightly out of tune that beat against each other and seem to move on their own. Tracks are built for DJs: drums from the very first bar, the drop on bar 33, a roller where the beat keeps going, a second drop, and drums again at the end to mix out of. The styles differ in what goes over that: jungle chops its breaks hard, liquid adds warm chords, neurofunk makes the bass the lead, jump-up keeps the bass simple and bouncing. Warm Glue is liquid, Stripped Thread neurofunk and Offcuts jungle, a new cut of its break every two bars.
Try this
- Play Two-Step and tap along with the snare. Then tap twice as fast: both feel right, which is the trick.
- Load Two-step on the drum machine at 174, add snare ghosts at velocity 3 on steps 8, 10 and 15.
- Play Sub and Mid on laptop speakers, then on headphones. The first four bars nearly disappear on the laptop.
- In Rolling Stock, count the bars to the drop. It lands on 33.
- Play Stripped Thread and then Warm Glue. The drums are nearly the same; listen to what the bass and the chords are doing instead.
Drum machine
Further: Module 28, Mix it, measure it on the Slop Curriculum’s sound pathway.
