Dub Reggae
The mixing-desk-as-instrument genre: one-drop and steppers drums, heavy melodic bass, skank, and the spring/tape-delay performance that turns a riddim into a version — built in Live 12 with sends, Echo and the performance rack.
Dub is reggae taken apart on the desk: the riddim is recorded as a band, then the engineer mutes, EQs, and throws parts into spring reverb and tape delay in real time, creating a "version" that is as much performance as mix. Sonic identity: a bass that is louder and lower than anything else, drums with a wide-open snare and a deep kick on the three (one-drop) or on every beat (steppers), guitar/organ skank on the off-beats, and effects that ring out long after the source is gone. Tempo 60–80 BPM felt in half-time, or 140–160 if you count the double. The mood is heavy, spacious, slightly unstable — the tape wobbles, the spring crashes, the hi-hat drops out mid-bar. Stylistic reference points only: the King Tubby / Scientist school of mix-down dub, the Lee Perry studio-as-texture approach, the UK steppers lineage (Jah Shaka, Mad Professor, modern sound-system producers), and the digital dub of the late 80s. For a live set that already leans dark dub, this page is about the mechanics: the send structure, the drum feel, the bass tone, and the hand on the fader.
Sonic signature
- BPM
- 60–80 (half-time feel). Steppers often 72–78; roots one-drop 62–70. Count it as 140–160 in Live if you want 1/16 grids to match the hat density.
- Swing
- Light (52–56% on 1/16) with the snare/rim slightly late and the bass slightly early. Groove comes from the band drag, not from a swing setting.
- Key feel
- Minor keys dominate (Am, Dm, Gm, Em), riddims built on two or three chords; bass is melodic and modal, often outlining i – VII – VI.
- Dominant elements
- Bass, kick+snare, skank, delay/spring returns, sporadic melodica/horns/vocal fragments.
- Dynamics
- Moderate; the drops (everything muted but bass and drums) are the dynamics. Little bus compression; lots of tape-style saturation.
- Stereo image
- Essentially mono core (bass, kick, snare, skank centred). Width comes from the spring reverb and ping-pong delay returns.
Core elements & how to make them in Live 12
One-drop and steppers drums from a Drum Rack
Two drum feels define the genre. One-drop: no kick on the one, kick and snare/rim together on the three. Steppers: four-to-the-floor kick with the snare on the three, a militant march. Both live or die on the snare sound and the hat drop-outs.
- Kick: a soft, round acoustic-ish kick in Drum Sampler, pitch −2 semitones, decay 350 ms, Punch moderate, Sub a touch. No click above 3 kHz — dub kicks are felt.
- Snare: tight and dry on the pad (decay 120 ms, Drum Sampler filter LP 7 kHz), then a rimshot on a second pad for the one-drop "crack". The spring/reverb lives on the send, not on the sample.
- Hats: closed hat on every 1/8 (or 1/16 for steppers), open hat on the off-beat "and" of 2 and 4 occasionally. Program the hat on its own track so you can mute it for a bar — the drop-out is a dub gesture.
- Add a timbale/wood-block pad for fills and a shaker running 1/16 at −14 dB.
- Drum Buss on the rack: small Drive, Boom tuned to the kick's fundamental (55–65 Hz), Transients +10–20% on the snare only if you split it out.
Dub bass: round, melodic, slightly dirty (Analog, or TD-3 through Saturator)
Fretless-style, palm-muted bass guitar tone with a fat fundamental and a short, defined release so the line stays melodic even at 80 Hz. Played, not pencilled.
- Analog: Osc 1 saw, Osc 2 square one octave down at −6 dB. Filter 1 low-pass 12 dB (gentler slope = more "wood"), cutoff ~220 Hz, resonance 10%, filter envelope +15% with 80 ms decay for a soft pick attack.
- Amp envelope: A 5 ms, D 400 ms, S 0.6, R 90 ms. The release length is the note length in dub bass; too long and lines turn to mush.
- Mono, Legato on, Glide 40 ms. Play the line with overlapping notes where you want slides.
- Saturator Soft Sine with Drive 4–6 dB and the DC option engaged gives even harmonics around 160–240 Hz that let the bass show on small speakers.
- Compressor after: 4:1, medium attack so the pick comes through, 3 dB of gain reduction for consistency.
| Parameter | Value | Why |
|---|---|---|
| Filter cutoff | 180–260 Hz | Keeps the saw's buzz out; dub bass is fundamental + 2nd/3rd harmonic |
| EQ dip @ 400 Hz | −2 to −4 dB | Pocket for the skank and the kick's knock |
| Release | 60–120 ms | Defines note separation in the riff; shorter for steppers, longer for roots |
Skank: organ/guitar off-beat chops (Electric, Simpler) with tape delay bubble
The off-beat chord chop — short, mid-range, dry at the source, then thrown into the delay on command. A "bubble" organ pattern can double it an octave up.
- Electric with a Wurlitzer-ish preset: Mallet stiffness mid, Fork tine low, damper high for a fast decay. Or a muted guitar chord in Simpler, One-Shot, decay 180 ms.
- Note length 1/16 (use the Note Length MIDI effect or clip Transform Quantize+length). Chord on every "and" (steps 3, 7, 11, 15 of a 16-step bar). Velocity 80–100, alternate slightly.
- HP at 250 Hz, dip around 900 Hz. The skank must leave the bass and the vocal alone.
- Bubble variation: organ (Electric in a brighter setting or a sampled Hammond) playing root–5th alternation on every 1/16 between the skanks, very quiet.
- Send amount to the tape delay is a performance control: 0 normally, pushed to 60% for one chop every few bars.
The tape delay return: Echo in dub mode with feedback into self-oscillation
The single most important dub device. A sync'd delay with filtered, saturated, wobbling feedback that can be pushed to self-oscillate and then pulled back. It lives on a return and is played from the send knobs.
- Return track, Echo. Mode Sync, Left 3/8, Right 1/4 dotted (or both 3/8 and turn on Ping Pong for the classic bounce). Input gain so a full send doesn't clip.
- Feedback 60–70% at rest. Map Feedback to a Push encoder or a fader on your controller: the throw is "send up, feedback to 95%, send down, let it ring, feedback back to 60%".
- Echo's filter section: HP ~200 Hz, LP ~3.5 kHz so repeats get darker and thinner — tape. Character: Wobble 20–30% for flutter, Noise 15–25% for hiss, Gate off, Duck on with a moderate amount so the delay sits behind the dry hit and swells after it.
- Echo's internal Reverb at 10–20% adds the "space tank" smear between repeats.
- Saturator after Echo so feedback above 100% distorts gradually instead of clipping digitally; a Limiter at −3 dB as a safety when the feedback runs away.
- Return's own send to the spring return at 20% so delays splash into reverb. Enable the return-to-return send in the mixer's send options.
| Parameter | Rest → Throw | Why |
|---|---|---|
| Feedback | 65% → 95–105% | Build-up and runaway; pull back before it blows |
| Delay time (ms, 70 BPM) | 3/8 = 643 ms, 1/4d = 643 ms, 1/8 = 214 ms | Dotted and triplet times bounce against the one-drop; see the BPM-to-ms reference |
| Wobble | 20–35% | Pitch instability = tape; too much = seasick |
Spring reverb: Hybrid Reverb convolution + Corpus drip for the "splash"
The metallic "boing" on the snare and the drippy, fluttery tail on everything else. Hybrid Reverb's convolution section with a spring impulse gets 80% of the way; Corpus provides the drip when you hit it hard.
- Hybrid Reverb, Convolution mode. Pick a spring IR (several ship with Live's IR library; "spring", "tank" or short metallic plates). Decay 1.8–2.5 s, pre-delay 5–15 ms, Dry/Wet 100%.
- Blend a little of the Quartz algorithm (10–20%) for density if the IR sounds thin.
- Corpus after it: Plate resonator, frequency ~600 Hz, low decay, 20–30% wet. This adds the pitched "twang" the IR alone may lack. Lower the Corpus frequency when the mix is in a minor key an octave below the root to keep it musical.
- Saturator Hard Curve 2–3 dB: springs distort when hit hard; the snare "crash" is that distortion.
- Send the snare at 40%, the rim at 60%, the skank at 15%, the vocal fragments at 50%. Bass: 0%.
Dub siren and melodica lead (Operator)
Two signature lead voices. The siren: a square/pulse with a pitch LFO sweeping up and down, triggered once every 8 bars and hurled into delay. The melodica: a reedy, slightly flat solo instrument that plays the hook.
- Siren: Operator osc A Square, level 0 dB; LFO waveform triangle, rate 3–6 Hz (free, not synced), amount to pitch of ~±7 semitones (set via the LFO's pitch destination amount). Pitch envelope: +12 semitones over 1.5 s on note-on, then fall. Amp env A 50 ms, R 400 ms.
- Map LFO rate and pitch-env amount to two Push encoders. The siren is played: hold the note, change the rate, release into the delay.
- Melodica: Operator osc A Saw at 0 dB with Osc B Sine ratio 2 at −20 dB (adds breathiness through the FM); Filter LP 12 dB at 1.8 kHz with slight resonance; Fine tune −8 cents (melodicas are never in tune); Spread 15%. Amp env A 30 ms, D 200, S 0.8, R 150. Velocity → filter 30%.
- Add vibrato with Operator's LFO at 5.5 Hz, tiny amount, with delay/fade-in if your LFO section offers it, or draw pitch-bend wobble on sustained notes.
- Both get 40–70% to the tape delay and 30% to the spring. The melodica hook is played once dry then only as delay fragments on the version.
Variations: Use Meld's Reed engine for a more physical melodica; use the modular (a square VCO through an LPG, pitch from CV Tools' CV LFO) for a siren that actually sounds like a sound-system siren box.
Vocal fragments and the "version" treatment (Simpler + Beat Repeat + sends)
A dub version keeps only a word or a line of the vocal, repeats it, filters it, throws it. In Live: slice the vocal, trigger phrases from Push, and let the sends do the rest.
- Simpler in Slice mode on a sung phrase (or the vocal stem from Live 12.3 Stem separation of your own recording). Slice by Transients, sensitivity so each word is a slice. Play slices on pads.
- Auto Filter band-pass around 800 Hz–1.5 kHz, resonance 15–25% — the "telephone" EQ that makes a fragment sit inside the delay spray. Map cutoff to an encoder; sweep it during the throw.
- Beat Repeat with low Chance and 1/8 grid for the occasional stutter; set Decay so repeats fade.
- Sends: tape delay 50%, spring 40%, and a Utility gain mapped so you can "dive" the dry level to zero and leave only the effects.
Horn stabs and the tape-saturated chord hit (Simpler/Wavetable + Roar)
A unison horn or brass-ish chord stab that lands with the one-drop every 4 or 8 bars and gets thrown. Dub stabs are short, mid-range, saturated and slightly late.
- Wavetable: a brassy Harmonics-category table, Osc 2 saw an octave down, Unison Classic 3 voices, small detune. Filter 1 LP 24 dB 2.5 kHz with filter env +30%, decay 180 ms. Amp env A 15 ms, D 350 ms, S 0.2, R 200 ms.
- Roar Single routing, Diode shaper, Drive 8–12 dB, post-filter LP ~4 kHz. This is the "pushed console" tone.
- Compressor fast attack, ratio 6:1, 4–6 dB GR for the squashed stab.
- Place the stab 10–20 ms late (clip delay or nudge) — dub stabs drag behind the snare.
Notes & harmony
In reggae and dub the bassline is the melody and the chords are rhythm. Riddims are usually built on one or two chords (i–iv, i–bVII, i–v) in minor keys such as A, D, E and G minor, or on a single chord vamp. The bass walks through root, b3, 4, 5 and b7 (minor pentatonic) with the occasional passing note, in short memorable 1–2 bar phrases; it often leaves the very first 8th of the bar open in one-drop so the drop on beat 3 has room. The skank (guitar or piano) plays short, high, mid-range triads or minor 7ths on the offbeats, voiced roughly from A3 to F4, and the organ "bubble" doubles them with an 8th-note shuffle. Pick the key from the bass: A, Bb, C or D minor keep a bass guitar in a warm 55–73 Hz range, with a sine sub an octave below if the system allows it (see sub bass).
One-drop bassline, A minor (76 BPM)
A minor at 76 BPM in one-drop (kick and snare together on beat 3). The bass starts an 8th late, outlines the chord in each bar and ends by leading into the next chord (D1 anticipates the Dm bar, G0 steps back up to A0). Use a round bass with the low-pass at 600–900 Hz and almost no attack transient. Variation: in the dub version, mute every other bar of the bass with a mixer send move and let the delay carry the line.
Skank: Am / Dm on the offbeats
A minor at 76 BPM, chords on beats 2 and 4 (counted in 4/4). The A3 is a common tone so the change from Am to Dm is a simple upper-voice step, which keeps the skank tight and unobtrusive. Notes must be short (gate under 80 ms) with a high-pass around 300 Hz; the space between them is half the groove. Variation: send one skank per 4 bars to a spring reverb and Echo at dotted 8th, then mute it so only the tail answers.
Steppers bass (UK dub)
A minor, in the UK sound-system steppers style: kick on every beat and a bass that marches with it, usually at a brisker tempo than one-drop roots. Pitch movement is minimal (G, C and E around the A) so the weight stays even across the bar; the E0 (41 Hz) on beat 3 of bar 2 is the heaviest moment. Variation: add a ghost A1 octave on each offbeat for an extra drive in the second half of the tune.
Groove & programming
- Tempo and grid. Set Live to the half-time tempo (e.g. 72 BPM) and work on a 1/16 grid; 1/32 for steppers hat rolls. Delays at 3/8 and 1/4-dotted are the dub times; see the BPM-to-ms reference for the ms values at your tempo.
- Groove Pool. Extract a groove from a real reggae drum loop (a bar of one-drop from a live take) and apply at 50–70% timing, 30% velocity to all drum and skank clips. If you have none, MPC 16 swing 54 gets close; keep the snare/rim track at +8 ms Track Delay and the bass track at −6 ms.
- Live 12 MIDI tools. Rhythm generator for hat variations with the density low; Velocity Shaper on the shaker for the ramp into beat 3; Recombine on the bass line to generate riff variants for the version (keep the ones that still land on 1 and 3); Ornament for the timbale pickups; Strum on the horn stab chord for a loose band feel.
- Mute scenes. In Session view, build scenes that are the same clips with different mute states: "full", "drums + bass", "bass only", "skank + delay", "drums only". Dub arrangement is mute automation; Session makes it a performance. Record the Session performance into Arrangement.
- Sampling workflow. Record the riddim once with everything on, then resample 16-bar passes with hands on the sends and Echo feedback. The version is the resampled takes, cut together. Live 12.2 Bounce in place is the fast way to freeze a take.
- Hardware. If the bass is the TD-3 or the modular, record it per section rather than per note; the small timing inconsistencies of a hardware line are the reggae feel. Use Push 3's pads for hats and fills with Repeat off.
Arrangement template
A dub version follows a "mix-down" logic: present the riddim, strip to bass and drums, bring elements back one at a time as effect-soaked fragments, drop everything but the delay tail, then rebuild. Below: 64 bars at 72 BPM (~3.5 min).
Mix & master targets
- Bass first. Set the bass at −8 dBFS peak, mono, then build the drums to sit under it — the kick is 2–3 dB quieter than the bass in dub. If the bass needs to be heard on phones, Saturator DC/even harmonics around 160–240 Hz, not EQ boosts.
- Dynamics. Minimal bus compression: Glue Compressor 2:1, attack 30 ms, release auto, 1–2 dB GR. Let the drops actually drop. Target −12 to −10 LUFS integrated for digital; −14 for a vinyl-minded master. True peak −1 dB; the Echo feedback peaks are the thing that will eat your headroom, hence the Limiter on the return.
- Width. Mono core. Spring return at 100% width, tape delay ping-pong at 80%. Check the mix in mono: the one-drop must still land exactly the same.
- EQ pockets. Bass 40–120 Hz, kick knock 60–90 Hz, snare fundamental 180–220 Hz, skank 300–2.5 kHz with a 900 Hz dip, hats above 5 kHz. Low-pass the whole mix at 15 kHz: dub is not bright.
- Tape colouring. On the mix bus: Saturator Analog Clip 1–2 dB, then a touch of Echo's Noise via a parallel return, or Roar in Serial with Soft Sine then Diode at very low drives. A Multiband Dynamics upward-expanding the lows gently (1–2 dB) brings the "console" push on the bass.
- Live set reality. On a sound system the sub is doing most of the work: make sure the bass has a solid fundamental at 40–60 Hz and that nothing else lives there, including the delay return (HP at 200 Hz).
Signature rack
Sub-styles
| Sub-style | What changes | Live 12 focus |
|---|---|---|
| Roots / one-drop dub | 62–70 BPM, live-band feel, rim on 3, melodica/horns, spring heavy | Groove extraction, Electric skank, Hybrid Reverb convolution |
| Steppers | 72–78 BPM, four-on-the-floor kick, militant hats, siren, long delay builds | Drum Rack with hat mutes, Operator siren, Echo feedback rides |
| Digital dub / dancehall-dub | Drum-machine drums, Casio-like keys, cleaner delay, sharper snare | Drum Sampler, Meld Chip engine for keys, Delay (not Echo) for clean repeats |
| UK sound-system / dubwise | Sub-heavy, 140-ish double-time counting, dubstep-adjacent, minimal skank | Operator sub layer under the bass, Saturator DC, mono discipline |
| Dub techno crossover | 120–125 BPM, chord stabs instead of skank, delays as the harmony | See dub techno page: Analog chord, Echo, Hybrid Reverb Dark Hall |
| Ambient dub / dub-wise downtempo | Half the elements, twice the reverb, pulse instead of kick | See ambient and trip-hop pages |
Common mistakes
- Delay as an insert. Throws need a return. Without one you cannot mute the source and keep the tail.
- Bass too bright or too quiet. Dub bass is the loudest element and lives under 250 Hz. A buzzy saw bass is a different genre.
- Over-quantised drums. A perfectly gridded one-drop sounds like a preset. Groove at 50–70%, nudge the snare late.
- Digital, clean repeats. Echo with Wobble, Noise and filtering, or it isn't tape. Clean Delay is for digital dub only.
- Everything stereo. The core is mono. Width is a property of the returns.
- No mutes. If every part plays all the time there is no version. Build the arrangement from what is absent.
- Feedback with no safety. A Limiter on the delay return is non-negotiable in a live set; runaway feedback at system volume is dangerous.
Related
- Dub FX & delays · Sub bass · Chords & stabs · Snare & clap · Voice & vocals · Keys & mallets
- Deconstruction: dub techno track · Deconstruction: trip-hop track
- Dub delay send rack · Dub chord rack · Performance rack · Vocal chop rack
- Delay design · Reverb & space · Saturation & distortion · Performance & live · Mix templates
- BPM to ms · Hardware & modular integration · Dub techno · Trip-hop & downtempo · UK bass 140