Grime
140 BPM, 8-bar switches, square-wave subs, eski stabs, gunshot snares and empty space for an MC — the grime toolkit in Live 12, from Operator squares to Drum Rack one-shots.
Grime is 140 BPM music built to leave room for a voice. Its drums are sparse and hard (a kick that knocks, a snare or clap that cracks like a gunshot, hats that skip), its bass is a square or FM sub playing short riffs, and its melodic content is a handful of cold, digital sounds: the eski square stab, the string hit, the pitched woodblock, the gliding sine lead. Everything changes every 8 bars because MCs spit in 8-bar phrases. Stylistic references: the Wiley/eskibeat era of hollow squares and icy synths, the sinogrime strain of pentatonic plucks and strings, the "weightless" end with no drums at all, and the modern instrumental grime of labels in the Butterz/Keysound/Coyote orbit. Mood: cold, tense, confrontational. Physically: mono, digital, dry, with an unusual amount of empty space in the 300 Hz to 3 kHz band where the vocal goes.
Sonic signature
- BPM
- 138–142, almost always 140; mix of half-time and 4x4 feel in the same track
- Swing
- Mostly straight; hats sometimes 52–56%; the feel comes from syncopation and silence rather than swing
- Key feel
- Minor and pentatonic, often one root; stabs in parallel fifths; sinogrime uses pentatonic plucks
- Dominant elements
- Kick, gunshot snare/clap, square sub riff, one or two stabs, a lead sound, FX hits; 8-bar switches
- Dynamics
- Hard and dry: −7 to −8 LUFS, drums with fast transients, no pumping
- Stereo image
- Narrow by design: mono bass and drums, stabs centre or slightly wide, FX wide; "mono-ish" overall
Core elements & how to make them in Live 12
Grime drum frame: knock, gunshot, skip
Grime drums are few and loud. A kick with a knock in the 100–200 Hz zone, a snare or clap that peaks in the 2–4 kHz zone with a short gated room, and hats that play a skipping 8th/16th figure with gaps. The classic pattern mixes half-time (snare on 3) with extra kicks that suggest 4x4.
- Kick: Drum Sampler, a short sample with a visible knock (a 909-ish or a sampled drum-machine kick pitched up). Decay 200–280 ms, Pitch to taste (fundamental 55–70 Hz), Punch 50%. Add Drum Buss Boom at 120 Hz, 15%, for the knock rather than sub.
- Snare: layer a tight snare with a clap and, for the gunshot, a short white noise burst with a 50 ms decay and a 3 kHz bell boost. Hybrid Reverb Convolution room 0.5 s at 25% followed by Gate (hold 70 ms) for the clipped tail.
- Hats: a 909 closed hat at low velocity with the skip pattern; an open hat only on the "&" of 2. Velocity 60–90, never full.
- Woodblock or rim on a 3-step figure for the grime "tick".
- Drum group: Saturator Analog Clip 3 dB, Glue Compressor 4:1, 3 ms attack, 100 ms release, 2 dB reduction. No reverb on the kick, ever.
Eski square sub (Operator square, PWM-like via two squares)
The hollow, cold grime sub: a square wave low-passed, sometimes with a second square slightly detuned to add a slow phase beat. Short notes, riffs that double the kick, sudden octave jumps.
- Operator, parallel algorithm. Osc A Square 0 dB. Osc B Square with Fine +3 cents at −9 dB: the slow beating between the two squares is the eski "wobble" without any LFO.
- Operator filter LP 24 at 200–250 Hz, resonance 0. Amp envelope A 1, D 200, S 0.5, R 30 ms. Retrigger, no glide, except for one slide per 8 bars with Glide 50 ms and Legato on for that note.
- Riff: root on the kicks, a fifth or an octave on the "a" of 2 and 4, rests on beat 3 (the snare), the last beat of bar 8 silent or an octave down.
- Saturator Soft Sine at 2 dB; the square already has harmonics, this is only for glue.
- Notch 2 dB at the 3rd harmonic of your root (165 Hz for A0, 185 for A#0) if it collides with the kick knock at 140–200 Hz.
| Parameter | Value | Why |
|---|---|---|
| Filter cutoff | 200–250 Hz | Keeps 3rd harmonic, removes the buzz above |
| Osc B fine | +2 to +5 ct | Slow beat = hollow eski movement |
| Release | 20–40 ms | Clean octave jumps and rests |
Variations: for the FM version used in a lot of 2010s grime, Osc B as a modulator at ratio 2 with level automated 0 → −20 dB over a bar gives a sub that "opens" like a filter; a TD-3 square through External Instrument with cutoff low and envelope mod off gives a hardware eski sub.
Eski square stab (Analog pulse + Erosion)
The sound of the genre: a bright square or pulse stab in parallel fifths, short, cold, slightly digital, playing an 8-bar riff that sits above the vocal range.
- Analog: Osc 1 Square with pulse width around 30% (set by the Shape control), Osc 2 Square a fifth up (+7 st) at −4 dB. Filter 1 LP 12 dB at 3 kHz, filter envelope 30%, decay 90 ms.
- Amp envelope A 1, D 120, S 0, R 60 ms. Every note is a stab; sustain is zero.
- Riff: 2–3 notes in a minor pentatonic, on the "e" and "a" of beats, in a 1-bar cell varied every 2 bars and replaced every 8.
- Erosion with the Sine mode at 2.8 kHz, 25%, for the digital edge the original hardware/tracker versions had; Redux mild (14-bit, downsample 2) for aliasing shimmer.
- High-pass at 400 Hz so the stab never touches the sub or the kick knock; low-pass at 9 kHz so it does not fight the hats.
Orchestral string/brass hit (Sampler + Hybrid Reverb gate)
The dramatic string or brass stab, usually sampled from a cheap orchestral rompler sound, pitched into key and cut short. It supplies tension and marks the 8-bar switch.
- Sampler with a string ensemble multisample (or a single resampled chord). Amp envelope attack 5 ms, decay 300–400 ms, sustain 0. Play a minor chord with a flat 2 on the "a" of 4 before each 8-bar switch and on beat 1 of the switch.
- Add the Sampler's filter morph with a slight low pass and velocity → filter for dynamics.
- Hybrid Reverb Dark Hall in series followed by a Gate so the hall is clipped at 150 ms: a huge space that disappears instantly, the grime version of the 80s gated hit.
- EQ the 800 Hz mud out and add presence at 4 kHz; the hit must read on a phone.
Variations: for sinogrime, replace the strings with a plucked erhu or guzheng-style sample in Simpler, add Corpus with the String resonator, and play pentatonic melodies instead of hits; for brass, Tension with the Bow excitator on a bright setting gives a convincing cheap-synth-brass stab.
Gliding sine/triangle lead (Drift with Glide)
The icy, simple lead: a sine or triangle playing a slow pentatonic melody with glides, sitting high above the vocal, with a cold digital delay.
- Drift, Mono voice, Legato on, Glide 60–120 ms. Osc 1 Triangle, Osc 2 Sine an octave up at −10 dB for a hint of air. Filter wide open; this sound has no filter movement.
- Amp: A 10 ms, D 300, S 0.8, R 200. Vibrato from the LFO at 5.5 Hz, depth 6%, with a 400 ms LFO attack so long notes develop vibrato.
- Melody: 4–6 notes over 8 bars with one glide per phrase; overlap notes slightly in the clip so Legato triggers the glide.
- Delay (the simple one, not Echo) at 3/16 with its filter high-passing the repeats at 500 Hz; a Chorus-Ensemble at 10% for a touch of width.
Variations: Wavetable with a Basics Sine and the Unison in Shimmer mode, 2 voices, for the brighter "glass" version; Operator with Osc B at ratio 3 at −30 dB for a clarinet-like hollow lead that was typical of early tracker grime.
FX hits: gunshots, glass, reverse sweeps and the "air horn" substitute
Grime uses sampled FX as punctuation: a gunshot or glass smash on the switch, a reversed hit into bar 1, a short siren. Put them all on one Drum Rack so they are playable from Push.
- Pads: gunshot (a snare layered with a noise burst and a 100 Hz sine thump, 400 ms), glass (a Collision hit with Membrane resonator at high stiffness, inharmonic), siren (Operator sine with a 1/2-bar LFO on pitch, ±5 st), reverse crash, vocal shout, a 2-note string hit, a sub drop (Operator sine pitch envelope −24 st over 600 ms).
- Each gets its own Simpler with Warp off; pitch the gunshot −3 st and the glass +5 st to taste.
- A shared Hybrid Reverb and Gate on the rack so every FX hit has the same clipped room.
- A Limiter at −3 dB after the rack so the gunshot cannot overshoot the drums.
Weightless: drumless grime from Granulator III and Spectral Resonator
The weightless strain removes the drums and keeps the grime sound palette as suspended texture: stabs stretched by granular, string hits frozen, sub notes held, the rhythm implied by silence.
- Resample 2 bars of your eski stab riff. Load into Granulator III, Grain Size 50–80 ms, Spray 20%, scan position frozen on one stab, random pitch over 12 st at 20% probability. Hold a note for 4 bars; the stab becomes a shimmering cloud.
- Spectral Resonator in MIDI mode: play a minor chord into it from a MIDI track and the cloud is pitched to the chord with a 2 s decay. This is the weightless "frozen stab".
- Keep the square sub playing its riff underneath, but with the amp decay stretched to 800 ms and the notes halved in density.
- Place FX hits (glass, reverse crash) and single kick drums on the 8-bar boundaries only; the absence of a snare is the point.
8-bar switching with Macro Variations and Follow Actions
Grime structure is the sound design: every 8 bars something flips (the stab riff, the sub octave, the hat pattern). Build the switches into racks and clips so the arrangement writes itself.
- In the stab rack, store four Macro Variations: A (filter 3 kHz, Erosion 25%), B (filter 1.5 kHz, Erosion 60%), C (octave up via the Pitch MIDI tool mapped to a macro), D (dry, no Redux). Each 8-bar section uses one.
- Make 4 stab clips and 4 sub clips of 8 bars each; set Follow Actions to 8 bars, "Other" with 100% chance, so Live cycles through them in order.
- Set the hat clip to 4 bars with a Follow Action "Any" at 30% chance so the hat pattern changes unpredictably but stays in phrase.
- Record the Session performance into the Arrangement, then tidy the 8-bar boundaries and add FX hits at each switch.
Notes & harmony
Grime harmony is blunt and riff-driven. Most beats sit in a minor key and build their hooks from the minor pentatonic (root, b3, 4, 5, b7) plus one or two chromatic passing notes: the b5 (blue note) and the b2 are what make a square-wave riff sound cold. Eskibeat-style riffs often double the line in parallel fifths or octaves on detuned square or pulse waves, which gives a hollow, video-game hardness with no real chord quality. A typical riff is one or two bars long, repeated across an 8-bar section with a different last bar so the MC hears the turnaround. The sub or 808 plays the root on the kick hits and leaves space for vocals; keys around F#, G and A minor keep that sub at 46–55 Hz.
8-bar square riff in G minor
G minor at 140 BPM on a narrow square wave (Operator Square with a short decay, or Analog with pulse width around 30%). The Db4 in bar 2 is the b5, the blue note that gives the riff its bite. Bars 7–8 jump to G4 and walk down the pentatonic so every 8 bars the MC and the dancefloor hear the reset. Variation: transpose bars 5–6 up a fourth (to C minor) for a 16-bar version.
Eskibeat parallel fifths
F# minor at 140 BPM. Parallel fifths are what classical theory forbids and what makes eskibeat sound cold and synthetic: the doubling thickens the timbre without implying major or minor. Do it with a Chord MIDI effect (+7 semitones) in front of a square or saw patch so you only write the lower line. Variation: change the shift to +12 for the octave version, or +6 on one bar for a deliberate tritone clash.
Sub hits under the riff
G minor at 140 BPM, a sine sub that locks to the kick pattern rather than sustaining, so the bars have holes for vocals. The only pitch move is the slide to F0 (the b7) that leads back to G on the next downbeat. Variation: replace the sub with an 808 and let it ring through bar 2, or mute it for the first 4 bars of each verse.
Groove & programming
- Swing: minimal. Hats at 52–56% at most; kick, snare, sub and stabs straight. Grime's feel comes from the skip (missing 8ths) and from syncopated 16th stabs, not from timing offsets.
- Velocity: drums near fixed and loud; stabs with accents on the "a" of 4; the sub with the second-bar notes 5–10 velocity louder.
- Phrase length: everything in 8s. A 4-bar loop is only the first half of a grime phrase; bars 5–8 must differ (sub up an octave, stab riff inverted, hat skip moved).
- Off-grid: the clap can be 10 ms late against the snare for a wider gunshot; otherwise stay on the grid.
Live 12 MIDI tools: Chord (+7) and Scale (minor pentatonic) on the stab track so riffs are always eski-correct; Rhythm generator at 1 bar, Density 30%, for stab rhythms; Recombine on the 8-bar sub riff to produce the bars 5–8 variation; Pitch (MIDI effect) mapped to a macro for octave switches; Seed for 3-note pentatonic lead phrases. Keep MIDI clips at 8 bars so the Follow Action phrase length matches the music.
Arrangement template
Grime tracks are short (2:30–3:30) and built strictly in 8s. The intro is the stab riff alone (for the MC to come in on), then drums from bar 8, sub from 16. Each 8-bar block has the stab or the lead, rarely both. The switch (a drumless 8 with the sub held and the stab filtered) is the only "breakdown". Vocal versions use the same template with the instrumental thinning under the verses and the full pattern under the hook.
Mix & master targets
- Loudness: −7 to −8 LUFS integrated, −1 dBTP. Drums loud and clipped rather than limited: Saturator Analog Clip on the drum group, then a Limiter on the master with only 1–2 dB of reduction.
- Mono low end: everything below 200 Hz mono (square sub harmonics included). The whole track should survive mono with no change; check with Utility on the master.
- Sidechain style: none on the sub; the sub and kick are programmed to interlock. A 2 dB duck on the stab and lead from the kick is optional.
- Width: narrow. Stabs 100–110%, lead with a short stereo delay, FX wide, drums mono. The vocal, when present, is dead centre with a mono-compatible slap delay.
- Reference ranges: kick peak −4 dBFS, snare/clap −3 dBFS (louder than the kick), sub −10 dBFS RMS, stabs −12 dBFS peak. Leave the 300 Hz to 3 kHz band 3–6 dB quieter than in a house mix: that is the MC's lane.
Signature rack
Sub-styles
| Sub-style | BPM | What changes |
|---|---|---|
| Eskibeat | 138–140 | Square everything: square sub, square stab in fifths, icy sine leads, sparse hats, the hollow and cold original sound; very little reverb |
| Sinogrime | 138–142 | Pentatonic plucks (erhu/guzheng-style samples, Corpus String), flutes, orchestral hits, more melody, string pads in the switch; drums slightly softer |
| 8-bar / "devil mixes" | 140 | Switches every 8 bars as the whole structure, multiple stab riffs, minimal melody, gunshots and FX at every boundary, built for clashes |
| Weightless | 135–140 | No drums or drums only at boundaries; granular and frozen stabs, held subs, huge reverbs, the sound palette retained as texture |
| Rhythm & grime / R&G | 136–140 | Sung vocals, chords from Electric or Wavetable, softer snares, garage swing creeping back in, more harmony |
| Modern instrumental grime | 140 | Dubstep-grade sub weight, drill-influenced hats, trap 808 slides occasionally, cleaner mixes, longer arrangements for DJs |
Common mistakes
- Filling the midrange. Pads, sustained chords and busy leads between 300 Hz and 3 kHz leave no room for an MC and make the instrumental sound like dubstep.
- Swinging the drums. Grime is straight; the skip is written into the pattern, not applied.
- Four-bar thinking. If bars 5–8 are a copy of 1–4, the MC's phrase has nowhere to turn.
- Reverb on the drums. Gated rooms on the snare and FX only; the kick is bone dry.
- Stereo bass. Square subs with chorus or width collapse in mono; grime is mono-first music.
- Over-processing the stab. The cold, cheap, slightly aliased quality is the character; a warm, saturated stab is a different genre.
Related
- Sub bass, Chords and stabs, Leads, Snare and clap
- FX, risers and impacts, Strings, brass and physical modelling, Glitch and IDM sounds
- UK bass 140, Dubstep, UK garage, Drill, Trap
- Grime track deconstruction
- Sub bass rack, Lead rack, Granular rack, Performance rack
- EQ strategies, Performance and live, Automation and modulation
- Operator, Racks and macros, MIDI tools