The document provides guidance on producing drum and bass music, including recommended structures for tracks, elements of beats, basslines, and melodies. It suggests keeping tracks under 6 minutes with typical sections like an intro, drop, breakdown, and outro. It also gives tips on equalizing sounds, applying effects like compression and filtering, building up layered instruments, and final mastering techniques.
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Drum n Bass Masterclass
1. Drum n Bass Masterclass
With David Carbone
www.bs1records.com
davide@bs1records.com
2. Tune Elements
16 bar loop + alternative 16 bar loop
(drop, cut out or filter 1st 16 bars) = 32
bars
1. Beats
2. Bass
3. Vibe (chord progression, vocals etc.)
4. Energy (riff, guitar, synth etc.)
5. Character (sweeps, builds)
3. Tune Structure
Try and keep track under 6 mins
Typical DnB track @170bpm = 256 bars
1. Intro = 64 bars
Keep it mixable for DJs; minimal (beats, FX & builds)
2. The Drop = 64-128 bars
Drop in the bass; maybe cut beats for 16 bars
3. The Breakdown = 16 bars
Drop out bass or beats
4. The 2nd Drop = 64-128 bars
Like 1st Drop but should be different i.e. deeper
5. Outro
Similar to Intro (mixable; minimal)
4. Beat Elements
1. Kick (x3)
2. Hat (x2)
3. Snare (x3)
4. Ghost hat 1
5. Ghost snare 1
6. Ghost hat 2
7. Ghost snare 2
Important: Make groove templates from live
samples then use the quantization throughout
the track
Ticks in between kicks
x2 each hat/snare
5. 3 Layers to a Beat
1. Backing break
Live sample take quantization
2. Main break
3. Kick, snare, hat
Apply:
EQ
Saturation / distortion
Shaping / envelope (punchier beat)
FX
Compression
6. EQ
EQ each sound individually! (try to avoid overlapping
frequencies)
Sweep EQ spectrum and reduce bad frequencies
Any reverb on drums has to be minimal (1/4 of a
second)
AI-55Hz
Sub bass
(nothing <60hz
except sub)
1KHz
Mid
Vocals, snare
60-75Hz
Kick drum
20KHz
High end
Cymbals, hi-hat,
rides, crashes
0db to -60db
= hearing
7. Compressor
0db to -60db
(threshold)
Attenuates transient
peaks
Ratio (start with 2:1)
-10db-10db-10db-10db
-10db
8. Looping in Logic Pro
Load chord in sampler (edit instrument
then load)
Turn Loop on in sampler
LS = Loop Start
LE = Loop end
Crossfade: fades the loop start and end
points to give more natural sound
9. Filtering and LFO
Filtering is good to combine with LFO
Filtering the EQ (e.g. cutting high frequency for a low pass filter)
LFO (low frequency oscillation)
Like an audio controller
Modulation: Source (sets the rate) and Destination
LFO delay or decay 1. Volume / amplitude, or
2. Frequency (filter), or
3. Pitch
10. Triplets
Cut 村 of a bar (e.g. 2nd beat)
Repeat 村 bar every 1.5 beats on a new
track (useful for vocals)
11. Bass
Bass Layers
1. Sub bass
Gentle LFO e.g. volume; no FX (leave clean)
2. Mid bass
Apply EQ, filtering, shaping (ADSR), importantly LFO, FX
3. High bass
Apply EQ, filtering, shaping (ADSR), importantly LFO, FX
20Hz 120-160Hz
Punchier kick
50-60Hz 206Hz
Sub bass only Snare
12. Bass
Roland TR808 = hip hop bass
Roland TR909 = techno bass
Roland TB303 = acid bass
Record bass keynote from drum/synth machine
Export sound and load in sampler to play on
midi keyboard then apply techniques
Shift+Tab in Logic = Legarto (notes equalize)
13. Dynamics vs. Loudness
-6db on each audio track/layer makes perfect
mix (not 0db)
Layering is using the same beat/groove with a
different, but similar, sound
i.e. mid bass and sub bass
Try and get master output down to 0db (no
clipping)
Select all audio channels on mixer (not buses and
master!) and lower volume on one channel all
should lower relatively
15. Buses
Send-Return Method
Assign effect (i.e. reverb, tape delay etc.) to a bus
then share that effect with other audio tracks (frees
CPU power)
Send to Bus1
Grouping Method (post-production)
Change output of group of audio tracks (i.e. 3 layers
of drums) to Bus1 then assign compressor to Bus1
Repeat compression grouped for drums/beat, bass,
vibes, the rest (FX etc.) and make them similar
levels
16. Mastering
1. EQ
Look at increasing bottom and top end frequencies
Sweep for unwanted frequencies
2. Compress (again)
Gentle compression
3. Limit
Increase limiter VST gain to audible level as loud as
possible
17. Limiting
Like compression but not rolling-off the
peaks
Cuts off peaks completely (high rogue
peaks halting further compression)