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Drum n Bass Masterclass
With David Carbone
www.bs1records.com
davide@bs1records.com
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)
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)
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
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
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
Compressor
 0db to -60db
(threshold)
 Attenuates transient
peaks
 Ratio (start with 2:1)
-10db-10db-10db-10db
-10db
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
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
Triplets
 Cut 村 of a bar (e.g. 2nd beat)
 Repeat 村 bar every 1.5 beats on a new
track (useful for vocals)
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
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)
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
Vibe / Melody
1. Question 2. Answer
(e.g. chord) (e.g. sax)
3. Revised question 4. Conclusive answer
(e.g. altered chord) (e.g. stronger altered sax)
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
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
Limiting
 Like compression but not rolling-off the
peaks
 Cuts off peaks completely (high rogue
peaks halting further compression)

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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
  • 14. Vibe / Melody 1. Question 2. Answer (e.g. chord) (e.g. sax) 3. Revised question 4. Conclusive answer (e.g. altered chord) (e.g. stronger altered sax)
  • 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)