Grime Track
Deconstruction of an archetypal 140 BPM grime instrumental — square-wave lead, sub, the 8-bar riddim logic, orchestral stabs and the sparse, hard drum frame, every element as a Live 12 recipe, plus eskibeat, sinogrime and weightless variations.
The blueprint: 140 BPM, 112 bars (3:12), E minor, built as an instrumental for an MC: so the structure is 8-bar blocks, the lead is a riff rather than a melody, and there is a hole in the mid-range from 300 Hz to 2 kHz where the voice goes. Stylistically this is the early-to-mid-2000s East London template (Wiley's eskibeat, the Ruff Sqwad / Dizzee-era square leads, Jammer and Terror Danjah's orchestral stabs, as stylistic reference points, not a specific record). Four decisions define it: (1) the lead is a raw square wave with almost no processing, played in a hard, syncopated 2-bar riff that repeats for 8 bars and then switches; (2) the sub is a separate sine on its own track following the riff's root, loud and mono; (3) the drums are a sparse 8-bar frame (kick and clap/snare, often a snare on 2 and 4 and kicks on offbeats, with the hi-hat doing most of the motion); (4) everything is dry, cold and mid-forward: reverb is used on one element at a time and there is no low-mid warmth. The lead's square wave is the sound of the genre, and it is the cheapest sound in Live.
- BPM
- 140 (bar = 1714 ms, 1/8 = 214 ms, 1/16 = 107 ms, 1/32 = 54 ms)
- Key
- E minor: sub on E0 (41.2 Hz), lead riff E4–B4 region, stabs Em / C / D
- Length
- 112 bars: 8 intro, 8 drop-in, 32 riddim A, 16 switch (riddim B), 8 break, 32 riddim A2, 8 outro
- Mood
- Cold, aggressive, sparse. Space for the MC above 300 Hz; the weight is a sub and a clap.
- Stereo image
- Sub, kick, lead dead mono. Clap wide via a short reverb. Stabs and strings wide. Hats slightly off-centre.
Arrangement
Grime instrumentals are built for 16-bar verses and 8-bar hooks, so the arrangement is a grid of 8s, and the "drop" is simply the full riddim beginning. The intro (8 bars) states the lead riff alone or with a stab; the drop-in (8 bars) brings the drums; riddim A (32 bars, two 16-bar verse blocks) is the main pattern with a hat variation every 8; the switch at 48 is a second lead riff or the same riff on a different stab chord for 16 bars (the hook); a break at 64 strips to the strings and sub; riddim A2 from 72 is the full pattern with a second lead layer added at 88; the outro is 8 bars of drums and sub for the DJ. No builds, no risers: transitions are a snare roll, a one-bar lead drop-out, or just silence on the last beat.
Energy curve. Flat by design: the track is a bed for an MC and should not pull attention with builds. Energy comes from the hat density stepping up every 8 bars (1/8s → 1/16s → 1/16s with open hats), the stab frequency doubling in the hook (every 2 bars instead of 4), and the lead layer at 88. The break at 64 is the only valley: strings and long sub notes, 8 bars, so that the MC's hook can land on 72 with the full riddim.
Transitions. Last bar of every 16: a 1-beat lead drop-out on beat 4 (the lead simply stops) with a vocal shout, reload sound or gunshot on the 'and' of 4. Into the switch and the break: a 2-beat snare roll (1/16 → 1/32). Out of the break: the lead riff restarts a bar early (bar 71) over the strings, drums land on 72. No reverse cymbals, no risers: grime transitions are cuts.
Frequency layering
The sub owns 38–60 Hz alone; a controlled second harmonic at 82 Hz makes it audible on phones and radios, which matters more in grime than in dubstep. The kick is tuned above the sub (fundamental around 60–80 Hz) and is short. The clap/snare is the loudest transient and sits in two bands (170–260 body, 1.5–6 kHz crack). The square lead is a comb of odd harmonics from its fundamental (330–500 Hz for E4–B4) up to 8 kHz; it is loud but thin, and because it is percussive (short notes) the MC's voice fits around it in time. Stabs are the only wide, dense mid-range element and they fire for a beat every 2–4 bars. Hats sit above 7 kHz and are cold and bright. Nothing has reverb except the clap (short) and the stabs (medium).
Element by element
Square lead: Operator square, no filter, hard riff with velocity-free notes
The riff. A single Operator oscillator set to Square, an amp envelope with a fast decay so each note is a stab, no filter, no reverb, a touch of Saturator and EQ. The rawness is the sound: this was originally a preset square from a cheap workstation or Fruity Loops' 3xOsc, and processing it "better" destroys the genre.
- Operator, single oscillator: Osc A waveform Square, level 0 dB, B/C/D off. Voices 1 (mono), Glide off, no Spread.
- Osc A envelope: A 0, D 180 ms, S 0.2, R 40 ms. Notes are 1/16 or 1/8 long; the envelope does the stab shape, so the note length barely matters.
- Filter off. Tone at maximum (no roll-off). The aliasing-free square from Operator is slightly cleaner than the original hardware; for the vintage version add Redux at 16-bit, 32 kHz.
- Saturator Analog Clip 2 dB for a little bite. EQ Eight HP 250 Hz (nothing below the lowest fundamental), −2 dB at 2.5 kHz (the clap crack lives here), −3 dB shelf at 9 kHz.
- Write the riff on a 1/16 grid with the 3-3-2 figure (hits on 1, the 'a' of 1, the 'and' of 2) opening each bar, then 2–4 notes climbing. Velocity fixed at 100: grime leads have no dynamics. The riff repeats unchanged for 8 bars.
Variations: Operator Osc A as a user waveform with harmonics 1, 3, 5 only at steeper roll-off for a duller "PlayStation" square; Wavetable Basics category square at position 0 with the Noise unison mode at 5% for a slightly dirty version; Drift Rectangle shape with pulse width at 40% for the early-Wiley "pipe" tone.
Lead layer: the octave-up detuned square for the last 16 bars
At bar 88 a second Operator plays the same riff +12 st, detuned 6 ct, 10 dB quieter, with a 1/8 delay. It makes the riff "shout" without widening it.
- Duplicate the lead track, insert a Pitch MIDI effect at +12 st before Operator so both tracks play from one riff clip (or route the MIDI from the original track).
- Operator Fine +6 ct, Decay 120 ms (shorter than the main lead). Delay at 1/8, 15% feedback, 25% wet, mono (Ping Pong off).
- HP 600 Hz, LP 7 kHz. Level −18 dB relative to the main lead. It should be felt as brightness, not heard as a second voice.
Sub: Operator sine with a second harmonic, on its own track, following the riff root
A sine on E0 with a small second harmonic, playing the root of each bar of the riff in long notes with a few 1/8 pushes. Louder in the mix than in dubstep relative to the drums, because the drums are sparser. On its own track, no sidechain, shaped by attack.
- Operator, A sine 0 dB, B sine Coarse 2 at −20 dB (automate to −14 dB in riddim A2 for the peak). Amp A 12 ms (the kick's click gets through), D 0, S 1, R 80 ms. Mono, Glide 30 ms, Legato on.
- Saturator Soft Sine 2 dB with DC filter on, Soft Clip off. EQ HP 28 Hz 12 dB/oct, LP 130 Hz 24 dB/oct.
- Utility Mono. Level: the sub reads −10 dBFS RMS on its own meter while the whole mix peaks at −3; this is louder than most genres and correct for grime.
- Write the sub as root notes of the riff, mostly E0, with the move to G0 and D0 where the riff climbs. Overlap notes slightly so the glide works.
Kick: short, tuned above the sub, Drum Sampler plus Operator sine, on offbeats
Grime kicks are placed, not pulsed: the 1, then offbeat 16ths (the 'a' of 2, the 'and' of 3) in a pattern that changes every 8 bars. Short (under 200 ms), tuned to G0 or A0 so they sit above the E0 sub, clicky on top.
- Drum Sampler pad: a tight, dry kick sample. Punch 50%, Decay 120 ms, Filter HP 70 Hz. Saturator Hard Curve 4 dB for the click.
- Operator layer: sine at A0 (55 Hz), pitch envelope +18 st over 25 ms, amp D 160 ms. HP 50 Hz 24 dB/oct, LP 200 Hz. Tuned a fourth above the sub so they never sum.
- Program: beat 1 always; then one or two offbeat 16ths that change per 8 bars (the 'a' of 3; the 'and' of 2; a pickup 1/16 before the 1 of every 4th bar). Velocity 127 on beat 1, 110 elsewhere.
- Drum Buss on the kick: Transients +20%, Drive 15%. No reverb.
Snare/clap on 2 and 4: layered clap and snare with a short Hybrid Reverb, loud
The backbeat is a clap layered with a snappy snare, on 2 and 4 every bar (unlike dubstep's 3). It is the loudest hit in the track and the only drum with reverb: a short, bright room that makes it wide.
- Pad 1 clap: a dry, layered clap sample, Punch 20%, Decay 200 ms, Pitch +1 st. Pad 2 snare: a tight 909-ish or acoustic snare, Punch 40%, Decay 140 ms, HP 150 Hz. Snare at −4 dB relative to the clap.
- Drum Buss Transients +25%, Crunch 15% for the cold, bright edge.
- Hybrid Reverb Quartz, 0.5 s, 30% wet, pre-delay 8 ms, HP 500 Hz: this is the width in the mix; the reverb is stereo, the hit is mono.
- EQ: +3 dB at 200 Hz, +3 dB at 3 kHz, high cut at 12 kHz. Peak level −3 dBFS, the loudest thing in the track.
- Snare roll for transitions: a Note Echo or a Rhythm-tool clip on the snare pad, 1/16 for 1 beat then 1/32 for 1 beat, velocity rising 80 → 127.
Hats: cold 1/8s stepping up to 1/16 patterns with an open hat on the 'and'
The hats carry the motion and the only "swing" in the track (52–55%, barely). Three patterns across the arrangement: 1/8s, 1/16s with an accent figure, 1/16s plus an open hat on the 'and' of 2 and 4. Bright, short, slightly bit-reduced.
- Closed hat: Drum Sampler, a short bright hat, Decay 30 ms, HP 7 kHz, Bitcrush module at 20% for the cold digital edge. Open hat: Decay 180 ms, HP 6 kHz, choked by the closed hat (same choke group).
- Velocity Shaper: accent the 1/8 positions +25, leave 16ths at 70, ghosts at 35.
- Groove: 53% on 16ths. Grime is almost straight; the lean comes from the ghost before the 2 and 4.
- Level −16 dB, panned 8% right. Hats are quiet in grime; the lead and clap are loud.
Orchestral stabs: Simpler string/brass hit with Sampler-style pitch and a medium hall
The dramatic element: an orchestral hit (strings plus brass, or a string stab alone) firing on beat 1 every 4 bars in the verses and every 2 in the hook, on Em, C or D. Sampled from an orchestral library or synthesised with Tension/Wavetable; in Simpler with Warp so the chord can be transposed.
- Source: an orchestral hit one-shot in Simpler Classic mode, Warp on (Complex Pro) so that transposing to C (−4 st) and D (−2 st) keeps the length. Amp envelope A 0, D 600 ms, S 0, R 200 ms.
- Synth version: Wavetable Osc 1 Collection category (an orchestral-ish table) with Osc 2 Basics Saw −12 st, Unison Classic 4, Filter 1 LP 3 kHz, Env 1 D 500 ms, plus a Tension bowed-string patch layered for the attack scrape.
- EQ HP 200 Hz, −3 dB at 500 Hz, +2 dB at 4 kHz. Saturator Soft Sine 2 dB. Hybrid Reverb Dark Hall 1.6 s at 35% with 20 ms pre-delay: the stab is the one element allowed a real hall.
- Width 140%. Peak −6 dBFS. Place on beat 1 only: never on an offbeat, never in the lead's 3-3-2 figure.
Strings for the intro and break: Wavetable or Tension ensemble, long notes
A sustained string pad, Em with the 5th on top, only in the intro and the break. It establishes the key and the cold mood; it never plays under the full riddim.
- Wavetable with a string-like Collection table on Osc 1 and a detuned saw on Osc 2 at −6 dB, Unison Classic 4 voices 30%. Filter 1 Clean LP 2.5 kHz. Amp A 400 ms, R 800 ms.
- Chorus-Ensemble in Ensemble mode 20%, Hybrid Reverb Dark Hall 2.5 s 40%. HP 200 Hz, LP 8 kHz, −3 dB at 600 Hz.
- Play Em (E3 B3 E4) as a whole-note pad, moving to C and D with the stabs in the break.
- Mute it the moment the drums enter at 16; bring it back at 64 and for the last 8 bars of riddim A2.
Vocal shots and FX: Simpler one-shots, gunshot, reload, air horn, with a Delay throw
Punctuation. A shouted word or an MC ad-lib, a gunshot or "reload" sample, an air horn: one of them at the end of every 8 or 16 bars, on the 'and' of 4, dry, with a single 1/8 delay throw.
- Load each FX sample onto a Drum Rack pad in Simpler, Classic mode, Warp off (pitching changes length, which is fine). Vocal shots −2 st for weight.
- A Delay return at 1/8 with 30% feedback; automate the send to 100% for the one hit and back to 0 so the throw repeats 3–4 times and dies before the next 1.
- Place on the 'and' of 4 of bars 15, 31, 47, 63, 71, 87, 103. Alternate the sample each time; never the same twice in a row.
- HP 300 Hz; level −10 dB. Mono, centre.
Mix decisions
Grime mixes are hard, dry and mid-forward, with the sub and clap as the two loudest things and the lead just under them. No bus compression to speak of; no sidechain on the sub; the only reverbs are the clap's short room and the stab's hall. The MC band (300 Hz–2 kHz) is kept clear by arrangement, not EQ: nothing sustained lives there, and the lead's notes are short.
| Source → target | Device / settings | Why |
|---|---|---|
| Kick → Sub | None. Sub attack 12 ms instead. | Kick is on 1 where sub notes start; ducking kills the downbeat. Tuning the kick to A0 above the E0 sub does the separation. |
| Clap → Lead | Compressor on lead, SC from clap, 3:1, 0.5 ms, 60 ms, 2–3 dB | The lead's harmonics and the clap crack overlap at 2–4 kHz; a tiny duck makes the clap read on every 2 and 4. |
| Lead → Stab | Compressor on stab, SC from lead, 2:1, 1 ms, 100 ms, 2 dB | When a stab sustains under the riff, it must not blur it. Barely audible, keeps the stab's tail beneath the lead. |
| Clap → Hybrid Reverb (clap) | Gate after reverb, keyed from the clap, hold 60 ms, release 100 ms | The room tail ends before the next 1/8; the mix stays dry between hits. |
| Vocal shot → Delay return | Echo/Delay with Duck or a Gate keyed from the lead | Throw repeats sit under the riff, not on top of it. |
- Levels (peak, dBFS): clap −3, sub −4 (RMS −10), lead −6, kick −6, stab −6, hats −16, strings −14, FX −10. The clap and sub are the loudest things; the lead sits just under them.
- Stereo: sub, kick, lead, FX mono. Clap room wide. Stabs 140%, strings 150%. The mono-fold-down must sound almost identical; most of the audience hears grime on a phone.
- Low end: Utility Bass Mono at 120 Hz on the master as insurance. Kick tuned A0, sub E0, never the same note.
- Mid-range policy: HP every non-sub element at 200–300 Hz. Cut 350–500 Hz on stabs and strings. Do not boost 300 Hz–2 kHz on anything: that is the MC's band.
- No warmth: no tape, no tube, no wide chorus. The genre is cold. Saturator Analog Clip on the lead and Hard Curve on the kick are the only distortion.
Build it yourself in 10 steps
- New set, 140 BPM, E minor (set the scale in Live 12 so Push and the Scale MIDI tool follow). Create tracks: Kick, Clap, Hats, Sub, Lead, Lead Layer, Stab, Strings, FX, plus a Delay return.
- Lead first: Operator, Osc A Square, amp A 0 D 180 S 0.2 R 40, mono, no filter. Write the 2-bar riff with the 3-3-2 opening on E4 and a G–B–D / G–B–A climb. Fixed velocity 100. Loop it; if it does not already sound like grime, change the riff, not the synth.
- Sub: Operator sine E0 with B at ratio 2, −20 dB; amp A 12 ms R 80 ms; Glide 30 ms legato. Root notes of the riff, 1-bar holds with 1/8 pushes. LP 130 Hz, Utility Mono, −10 dBFS RMS.
- Clap/snare on 2 and 4: layered Drum Sampler pads, Drum Buss, Quartz 0.5 s at 30% with a Gate after it. Set its peak at −3 dBFS and mix everything else to it.
- Kick: Drum Sampler click plus Operator sine at A0, 160 ms, Drum Buss. Beat 1 plus one or two offbeat 16ths; a different offbeat figure for each 8 bars.
- Hats: closed 1/8s at −16 dB with Bitcrush 20%, groove 53%; prepare the 1/16 variation and the open-hat version as separate clips.
- Stab: an orchestral hit in Simpler with Warp on, Em on beat 1 every 4 bars; Dark Hall 1.6 s at 35%; HP 200, dip 500. Make the C and D versions by transposing the same clip.
- Strings: Wavetable string-ish pad on Em, 400 ms attack, wide and reverbed, in the intro and the break only. Add the FX pads (vocal shot, gunshot, air horn) and the 1/8 Delay return with send automation.
- Arrange in 8s: intro 0–8 (lead + stab), drop-in 8–16 (drums), riddim A 16–48 (hat steps at 24), switch 48–64 (riff B, stabs every 2), break 64–72 (strings, sub long notes), riddim A2 72–104 (lead layer at 88), outro 104–112. Put a lead drop-out on beat 4 and a vocal shot on the 'and' of 4 at every 16-bar boundary; snare rolls into 48 and 64.
- Mix: clap −3, sub −4, lead −6, kick −6; sidechain the lead very lightly from the clap; HP everything but the sub at 200–300 Hz; master chain EQ → Glue → Saturator → Limiter to −8 LUFS short-term. Check in mono on a phone speaker; if the sub vanishes, raise Osc B to −14 dB.
Variations
| Variation | What changes | Live 12 moves |
|---|---|---|
| Eskibeat (the 2002–2004 Wiley template) | Colder and sparser: the square lead is joined by a plucky "ice" pluck and a sampled clap-and-click drum kit; the kick is a sharp 808-ish tick; sub drops out for whole bars; sometimes 1/4-note kicks in the hook; synth drums over the clap | Lead: Operator square with a second Operator pluck (A sine, B ratio 3 at −20 dB, decay 90 ms) playing a counter-figure an octave up. Drums: Drum Rack with a short 808 kick (Drum Sampler, decay 80 ms), a rim and a wood click panned apart. Strip the stabs; replace with a single string hit every 8 bars. |
| Sinogrime | East Asian melodic palette: pentatonic plucked riffs (koto, guzheng, erhu-like leads), the same 140 frame, often slower-feeling with half-time kick sections, the sub more melodic | Tension with Plectrum excitator, string Damping high, for the pluck; Simpler with a sampled guzheng in Classic mode for the 4-note hook; Scale MIDI tool set to a pentatonic; the square lead demoted to a response figure. Sub follows the pentatonic bassline with Glide 60 ms. |
| Weightless (the Logos / Mumdance era, as a reference) | Drums removed or reduced to isolated hits with long silences; the sub and the lead become textures; reverb and reverse sounds fill the gaps; 140 is implied rather than stated | Mute the kick for 4-bar stretches; replace the clap with a single Hybrid Reverb Dark Hall 5 s hit every 4 bars; Granulator III on the square lead with Grain Size 80 ms and Spray 40%; sub with a 300 ms attack and 2 s release; Spectral Time Freeze on the stab for a frozen drone under the silence. |
| Devilish / "sublow" 8-bar | Darker: the lead is a detuned, filtered square or a low saw an octave down; triplet hat figures; the sub plays more notes; stabs replaced by a horror-film string stab | Lead: Operator square with Fine +8 ct on a second oscillator and an Auto Filter LP at 1.5 kHz; hats with a 1/8T figure from the Euclidean Sequencer (3 over 6); sub with 1/8-note movement across E0–G0–A0. |
| Modern (2015+) grime | Wider, louder, trap-influenced: 808-style sub with slides, hi-hat rolls, the square lead layered with a supersaw at the hook, bigger drums, −7 LUFS | Sub as Operator with Glide 120 ms and overlapping notes for slides; Note Echo 1/32 rolls on hats; a Wavetable supersaw (Unison Classic 6) layer at −10 dB on the hook only; Drum Buss Boom 20% on the kick; master Limiter working 3 dB. |
Related
- Grime, UK bass 140, Dubstep, UK garage, Drill, Trap
- Sub bass, Leads, Chords and stabs, Snare and clap, Kick, Strings, brass and physical modelling, Voice and vocals
- Dubstep track deconstruction, UK garage track deconstruction, Trap track deconstruction
- Operator, Sampler, Simpler and Drum Rack, Tuning, scales and MPE
- EQ strategies, Mix templates, Reverb and space, Loudness and limiting
- Sub bass rack, Lead rack, Kick designer rack, Note to Hz