Drum & Bass
Drum & bass in Live 12 — the 2-step kick/snare skeleton at 174, layered breaks, Reese and sub basslines, liquid chords and the mix discipline that keeps 170 BPM clean.
Drum & bass runs at 170–176 BPM with a snare on beats 2 and 4, which means the backbeat hits at the same ~87 BPM rate as hip-hop — the genre is a fast top layer over a half-speed body. The body is a sub bass (40–60 Hz, almost always mono and almost always sustained) with a mid bass on top: a detuned Reese for darker styles, a hoover/rubber bass for jump-up, a filtered saw for liquid. Drums are a layered ‘2-step’ pattern: a clean, short kick on 1 and the ‘and’ of 2 (or 3), a hard, bright snare on 2 and 4, and a chopped breakbeat (Amen, Think, Apache, Tramen as archetypes) underneath providing ghost notes and swing. Stylistic reference points: liquid (Calibre, LTJ Bukem era), techstep/neuro (Noisia, Ed Rush & Optical), jump-up (Hazard, DJ Hype era), jungle roots (Goldie, Dillinja era). Mood ranges from sun-drenched to menacing, but the engineering is always the same: tight low end, loud dry snare, every element short.
Sonic signature
- BPM
- 170–176, 174 is the modern standard. Older jungle 160–170; some liquid at 172.
- Swing
- Programmed drums straight; swing comes from the break layer. 54–58% MPC 16 on breaks and hats; the kick/snare stay at 0.
- Key feel
- Minor keys (F, G, A minor common because the sub sits at F0–A0, 44–55 Hz). Liquid uses major 7th and minor 9th chords; techstep is mostly one note.
- Dominant elements
- 2-step kick/snare, layered break, sub + mid bass as two tracks, short pads, drum fills every 8/16 bars.
- Dynamics
- −7 to −6 LUFS on club masters; liquid −8. Snare peaks are the loudest transient; sub is the loudest sustained element.
- Stereo image
- Sub, kick, snare body mono center. Mid bass mono below 150 Hz, wide above (Reese is a stereo effect). Breaks slightly wide, pads/FX fully wide, snare reverb short and wide.
Core elements & how to make them in Live 12
The 2-step skeleton: kick, snare and the break underneath
Every DnB track is three drum layers: programmed kick and snare (the skeleton), a chopped break (the feel), and a hat/ride/percussion layer (the top). Start with the skeleton — it never changes much.
- Drum Rack: kick on C1 (Drum Sampler, short, Decay 150 ms, high-passed 45 Hz — the sub lives below it), snare on D1, clap layer on D#1 in the same choke group.
- Program the kick on step 1 and step 11 (the ‘and’ of 2) in bar 1, step 1 and 9 (beat 3) in bar 2. Snare on steps 9 and 25 of each bar (beats 2 and 4). This two-bar alternation is the ‘2-step’.
- Add a break on a separate audio track (next technique). Layer a 16th shaker at low velocity and a ride on 8ths.
- Group the three layers and add Glue Compressor (Ratio 4, Attack 3 ms, Release Auto, 2–3 dB GR) and Drum Buss (Transients +15, Drive 10%).
Chopping a break: Simpler Slice, Drum Rack and Recombine
The break provides the ghost notes and swing. Chop it into hits, re-sequence it tight to the 2-step skeleton, and keep the original texture by leaving the ride/room bleed in.
- Drop the break into Simpler, set Warp on with Beats mode, then switch to Slice mode: Transient slicing, Sensitivity around 60% so you get ~12–20 slices for a 2-bar break. Set Playback to Mono, Trigger mode, and turn down slice Fade for tight hits.
- Right-click the Simpler and Slice to new Drum Rack. Now each slice is a pad with its own Simpler: tighten the kick pads with Decay, shorten the snare slices, high-pass everything above 120 Hz (your programmed kick and sub own the low end).
- Sequence: lay the break’s kick slices on your skeleton kicks, the break’s snare slices on 2/4 under your main snare at −6 dB, and ghost hits (velocity 40–60) on the 16ths around them. Use Live 12’s Recombine (shuffle, 1/16) on a copy of the clip to generate fill variations, then keep the best 2 bars.
- Alternatively keep the break as audio: Warp mode Beats, Preserve Transients, Transient Loop Mode Off, Transient Envelope 50 — then Cmd-E chop the clip at hit boundaries and rearrange. This keeps the room sound intact.
- Add a Compressor at 4:1 with a 10 ms attack and 4 dB GR after the Drum Rack so the ghosts come up and the hits stay punchy.
Variations: Time Warp (MIDI transformation) on the sliced-break clip compresses the last beat into a roll for fills. Use Granulator III on the break with Grain Size 40 ms, Spray 5% for frozen ‘smeared snare’ textures in breakdowns.
The DnB snare: layered, loud, dry, bright
A DnB snare is a composite: a body sample (180–220 Hz), a crack/clap layer (3–8 kHz), often a rimshot for the attack and a break snare for texture, transient-shaped and clipped to sit at the top of the mix with almost no reverb.
- Pick a body with a clear 200 Hz fundamental, tune it to the key (Drum Sampler transpose) — the snare note matters at 174 because it repeats 350 times in a track.
- Layer a clap or crack sample, high-passed at 2 kHz. Rimshot layer at −10 dB for a 1 kHz click. All three in one choke group, all triggered by the same MIDI note (use a Drum Rack with the three pads receiving the same note via a Chord MIDI effect at 0 st, +1 st, +2 st, or just duplicate the notes).
- Drum Buss: Transients +30 lengthens the attack; Crunch 15% adds high-frequency distortion. Saturator Hard Curve with Soft Clip flattens the peak so the snare can be 3 dB louder without clipping the master.
- Reverb is a short plate (Hybrid Reverb Quartz, 0.5 s, pre-delay 10 ms) at 10% on a send; longer tails only on the last snare of a phrase (automate the send).
The sub: one sine, one note per bar, nothing else
DnB subs are almost pure sines playing long notes (whole bars or half bars) that follow the root. The mid bass does the movement; the sub provides weight and must be boringly consistent.
- Operator, sine only, mono, Glide 30 ms for legato root changes. Envelope A 5 ms, D 0, S 1, R 60 ms. No filter, no LFO.
- Write whole-note and half-note roots in F0–A0 (44–55 Hz). Leave 1/16 gaps before a root change so the sine doesn’t click; or use the Glide.
- EQ low-pass at 120 Hz so the sub never reaches the mid bass range. A touch of Saturator Soft Sine adds the 2nd harmonic for small speakers.
- Sidechain from the kick: Compressor, external sidechain, Ratio 3, Attack 1 ms, Release 60 ms, 3–4 dB GR. Short enough that the sub is back before the snare.
The Reese mid bass (Analog / Wavetable detuned saws)
The Reese is two detuned saws whose phase beating creates a slow, grinding movement — the sound of 90s techstep and modern dark DnB. Mono low, wide top, with a filter opening on each phrase.
- Analog: Osc 1 Saw, Osc 2 Saw detuned +10 cents (increase to +25 for faster beating). Both into Filter 1, low-pass 12 dB/oct at 400 Hz, resonance 10%. Amp env A 10 ms, D 0, S 1, R 100 ms. Mono, legato.
- Add 2–4 voices of Unison (Analog’s Unison or use Wavetable Classic unison instead) only if you want the ‘wide’ modern Reese; classic Reese is two oscillators, no unison.
- Saturator Medium Curve 6 dB after the filter so the beating creates moving harmonics. EQ high-pass at 110 Hz; the sub below handles the fundamental.
- Chorus-Ensemble in Ensemble mode at 15% for width, then Utility: Mono below 150 Hz (12.x Utility bass mono) and width 120% above.
- Automate the filter cutoff 300 Hz → 2 kHz across 8-bar phrases, and resample the result to audio to chop it (bounce in place, then slice).
Jump-up ‘rubber’ and hoover bass (Wavetable + Roar)
Jump-up basses are bouncy, pitched, mono mid-basses with a bend on every note: a filtered saw or square with a fast pitch drop, and heavy FM or distortion for the ‘rubber’ snap.
- Wavetable: Osc 1 Basics > Saw, Osc 2 Harmonics table at position 40%, Sub osc on (−12 dB). Mono, Glide 60 ms (the jump-up ‘wah’ bend).
- Filter 1 MS2 low-pass, cutoff 300 Hz, resonance 35%. Mod matrix: Env 1 → Filter 1 cutoff +60% (Env 1: A 0, D 200 ms, S 0.2). Env 2 → Osc 1 pitch −12 st with a 40 ms decay for the knock.
- Roar in Multiband routing: mid band Soft Sine 10 dB, high band Fold 6 dB, low band clean. Multiband Dynamics with upward compression (raise the ‘below’ thresholds) 30% for the OTT-like loudness.
- Write 8th-note riffs in F0–F1 (44–87 Hz) with octave jumps; use the Live 12 Scale clip setting and the Glissando MIDI tool for automatic slides between phrase ends.
Liquid chords and pads: minor 9ths, short and sidechained
Liquid DnB uses jazz-derived chords (min9, maj7, sus) on electric piano or soft saws, played as short 8th-note stabs or sustained pads, always ducked by the kick and snare so the drums stay in front.
- Write a 4-chord 8-bar progression in F minor using 4-note voicings in the C3–C5 range; keep the root out (the sub plays it). Use the Chord MIDI effect or Expressive Chords (12.2) with spread for instant voicings.
- Electric: Tine model, Mallet force 40%, Pickup type W, Damper medium. Or Wavetable Basics > Saw with Unison Shimmer 4 voices and Filter 1 LP 3 kHz; or Meld with the Chord engine (12.2) for one-finger stacks.
- Stabs: Note Length MIDI effect at 1/8 so every chord is short. Pads: sustain and sidechain from a ghost kick+snare track (Compressor, Ratio 4, Attack 1 ms, Release 150 ms, 4 dB GR).
- Hybrid Reverb Tides or Shimmer at 25%, high-passed 400 Hz; Echo 1/4 dotted at 15% with Duck on.
Notes & harmony
Drum & bass splits into two harmonic worlds. Liquid borrows jazz and soul: minor 9, major 9, minor 11, 6/9 and sus chords, rootless voicings, common-tone moves such as Fm9 → Dbmaj9 that change only one note. Neurofunk and techstep are nearly atonal: a reese or growl circling one root with b2, b6 and tritone movements. In both, the bass moves slowly relative to the drums: at 172–176 BPM a bar lasts about 1.4 s, so a reese that changes note every one or two bars feels like half-time motion under fast breaks. The sub sine plays the same notes as the reese, an octave below; keys of E, F and G minor keep that sub at 41–49 Hz. Keep the reese and the chords out of each other's way by voicing chords above Ab3 and high-passing them around 200 Hz.
Reese line, F minor (4 bars)
F minor at 174 BPM, written at sub pitch; play the reese an octave up (F1, 87 Hz) and keep the sine sub on these exact notes. The Db0 (b6) section is where the tension lives, and the C0 → Db0 → Eb0 → F0 climb gives the 4-bar phrase a direction without any chords. Mono with legato and 30–60 ms glide so slides stay smooth; detune and phase do the movement inside each long note. Variation: replace Db0 with Gb0 (the b2) for a neuro-style menacing version.
Liquid chords: Fm9 → Dbmaj9 → Ebsus → Cm7
F minor at 174 BPM, one chord per bar with the bass on F, Db, Eb, C (exactly the reese above, read as roots). Fm9 and Dbmaj9 share three notes; the bass and one voice make the change, which is the liquid trick for emotional movement without fuss. Ebsus4 with an added 9th floats, and Cm7 (the minor v) leads back to Fm9 more softly than a major V would. Variation: hold every chord for two bars and let an arpeggiator at 1/16 trace the voicing.
Two-step sub rhythm
F minor at 174 BPM, following the two-step kick pattern (kick on 1 and the "and" of 3, snare on 2 and 4). The short re-trigger at step 10 lands with the second kick, the ghost at step 14 fills the gap after the snare, and the Eb0 slide leads back to F. Variation: double the step-10 hit as a 16th pair (10 and 11) for a rolling feel in the second drop.
Groove & programming
Keep the kick and snare quantised to the grid at 174 — these two are the clock. All feel comes from the break and the top layer. Apply a Groove Pool MPC 16 Swing-56 (Timing 40–60%, Random 5%) to the chopped-break clip and to the shaker/hat clip only, so the 16ths sit slightly late against the straight snare; ‘push’ styles (jump-up) prefer 54%, rollers 58–60%. Velocity structure in the break: skeleton hits 110–127, ghosts 35–60, nothing in between. Ghost notes 1/16 before the snare should sit 5–8 ms late (nudge the note) for the classic lazy ‘drag’. For rollers, add a 16th-note ride at velocity 70 with every 4th hit at 90. Use Recombine (rotate by 1/16) on the hat clip every 4 bars for subtle variation without changing the skeleton, and use Time Warp on the last beat of a phrase to compress the break into a stutter. Working from Push: record ghost hits live with Note Repeat off, quantise at 50% strength only. If you sequence drums from the modular via CV Tools, send the clock from Live (CV Clock Out) and keep the snare in Live — hardware swing on the snare kills the genre.
Arrangement template
Club DnB is DJ-shaped: a 32-bar intro (beat-only or pad + filtered break from bar 16) so the mix is possible, a 16-bar build, a 32-bar drop, a 16-bar switch (bass variation, drum switch-up), a breakdown, a second build and drop, and a 16-bar outro that returns to drums alone. Phrases are 16 bars, changes on 8s. Radio/liquid edits cut the intro to 8 bars and shorten drops to 16. Fills on the last bar of every 8; the biggest drop-out is the last 2 beats before each drop.
Mix & master targets
- Low end: sub mono, 35–120 Hz; kick high-passed at 45 Hz with a tight 60–80 Hz fundamental; mid bass high-passed 100–150 Hz. Sidechain sub from the kick (3–4 dB, 60 ms release) — not from the snare.
- Snare vs mid bass: cut the mid bass at the snare’s fundamental (bell −3 dB at 200 Hz) or use a short sidechain from the snare on the mid bass (2 dB, 30 ms release). The snare must always be the loudest transient.
- Drum bus: Glue 2–3 dB, Drum Buss Drive 10–20%, parallel compression (see parallel processing) at 30% blend for the break.
- Width: everything below 150 Hz mono (Utility bass mono on the mix bus). Reese and pads wide above that; check phase on the Reese with a correlation meter — Chorus-Ensemble can push it negative.
- Master: Glue 1 dB, Saturator Soft Clip, Limiter −0.3 dB ceiling, −7 to −6 LUFS. Liquid: −8 LUFS, less clip.
Signature rack
Sub-styles
| Style | Tempo | Drums | Bass | Harmony / mood |
|---|---|---|---|---|
| Liquid | 172–174 | Clean 2-step, light break layer, soft snare with plate, lots of shaker and ride | Pure sub + filtered saw or soft Reese, melodic, follows chords | Min9/maj7 progressions, Rhodes, vocals, lush pads; −8 LUFS |
| Jump-up | 174–176 | Big dry snare, kick on 1 and the ‘and’ of 2, minimal break, open hats | Rubber/hoover mid bass with pitch bends and Roar, 8th-note riffs, sub follows every note | Mostly one chord; call-and-response bass hooks, vocal shouts, sirens |
| Techstep | 172–174 | Hard, dry, mechanical; Amen or Tramen chopped tight; metallic percussion | Reese with slow filter, heavy distortion, dark FM stabs | Minor, dissonant, sci-fi pads, industrial FX |
| Jungle | 160–170 | Full breaks (Amen, Think), fast chops, re-pitched, minimal programmed kick | Sine or 808-style sub, reggae-style bassline movement, ragga stabs | Sampled vocals, dub FX, major and minor; see the jungle page |
| Neuro | 172–176 | Complex, layered, sound-designed snares, rolling with sudden switches | Resampled FM/wavetable growls, modulated and chopped, multiple layers | Minor, atonal; see the neurofunk page |
| Halftime | 170–175 at half feel | Snare on 3 only, trap-style hats, space | Heavy sub, 808-ish, growls with long decays | Dark, hip-hop influenced; see the halftime page |
Common mistakes
- Swing on the kick and snare — the skeleton must be straight; the break carries the groove.
- Sub too busy: a sub with 16th-note rhythm at 44 Hz is just rumble. Whole and half notes only.
- Mid bass with sub content: high-pass it at 100+ Hz or the two basses phase-cancel in mono.
- Snare drowning in reverb; DnB snares are dry with a short plate, tails only on phrase ends.
- Break at full bandwidth under the programmed kick: high-pass the break at 120 Hz.
- Nothing changes for 32 bars. Fills every 8, switch-up every 16, drop-out before every drop.
- No DJ intro: 8 bars of pad is not mixable. Give 16–32 bars of drums.
Related
- Reese bass, Sub bass, Neuro bass, Snare and clap.
- Jungle and breakbeat, Neurofunk, Halftime and footwork.
- DnB track deconstruction.
- Reese rack, Sub bass rack, Drum bus rack, Resampling rack.
- Sidechain and ducking, Transient design, Resampling workflow, Layering rules.
- Simpler, Sampler and Drum Rack, MIDI tools, BPM to ms.