Neurofunk
Neurofunk in Live 12 — resampled Operator/Roar/Shifter bass chains, layered sound-designed drums at 174, the resample-chop-resample loop and the mix discipline that keeps a wall of mid-range from eating the snare.
Neurofunk is drum & bass where the bass is the lead instrument and sound design is the composition. It runs at 172–176 BPM with the standard 2-step skeleton, but the drums are tighter, drier and more engineered than any other DnB style, and the mid-range is filled with basses that are rarely played by a synth in real time — they are resampled, re-pitched, chopped, re-resampled, and arranged phrase by phrase as audio. The sub is a static sine; everything above 100 Hz is FM, phase modulation, feedback, frequency shifting and distortion, usually three or four generations deep. Stylistic reference points: the late-90s techstep roots (Ed Rush & Optical, Konflict era), the mid-2000s Dutch school (Noisia, Black Sun Empire era), and the modern minimal/‘neuro-roller’ end (Mefjus, Phace, Misanthrop era). Mood: cold, mechanical, sci-fi, menacing — but with a funk in the bass phrasing that the name points to. Engineering reality: a neuro mix is the loudest DnB (−6 to −5 LUFS) and still has a dry snare on top; that only works because every bass layer is high-passed, mono-ed below 150 Hz and ducked by the drums.
Sonic signature
- BPM
- 172–176; 174 is the default. Rollers sometimes 172. Half-time sections at the same tempo with the snare on 3.
- Swing
- None on the skeleton. 52–55% on ghost percussion only. Neuro feel is machine-straight; movement comes from bass rhythm, not drum timing.
- Key feel
- Minor and atonal. F, F#, G minor dominate because the sub fundamental sits at 44–49 Hz. Basses often ignore the key entirely — pitch is a timbre parameter.
- Dominant elements
- Sub + 2–3 resampled mid-bass layers as the hook; dry layered snare; short kick; tuned metallic percussion; sparse atonal stabs; sci-fi FX and risers.
- Dynamics
- −6 to −5 LUFS integrated on club masters, with the snare transient 6–8 dB above the bass RMS. Short-term LUFS barely moves across a drop.
- Stereo image
- Sub, kick, snare body mono. Bass mono below 150 Hz; mid layers mono or narrow (the chopped layers are mono audio); the top layer wide via Shifter/Chorus-Ensemble; FX and pads fully wide.
Core elements & how to make them in Live 12
The neuro drum kit: short, dry, engineered
Neuro drums are the DnB skeleton with every hit shortened, transient-shaped and clipped. The kick is a 100 ms click-and-thump; the snare is three or four layers; the break is almost gone — replaced by tuned metallic ghosts and tight 16th percussion. Nothing rings.
- Kick: Drum Sampler (12.1) with a short clicky kick, Decay 120 ms, Punch 30% for the attack, Pitch envelope −6 st over 40 ms. High-pass at 50 Hz — the sub owns everything below. Tune the fundamental to 65–80 Hz regardless of key (neuro kicks are not pitched to the sub).
- Snare: four pads in one choke group on D1 — body (200 Hz, 150 ms), crack (clap or white-noise burst high-passed 3 kHz), rim (1 kHz click), and a ‘metal’ layer (a short Collision or Corpus hit, see next technique). Per layer: Drum Buss Transients +20, then Saturator Hard Curve 6 dB. The composite is clipped, not compressed.
- Ghost snare: the same snare pad with velocity 40–55, plus a Velocity MIDI effect so ghosts also lose 2 kHz of brightness (map velocity → Drum Sampler filter cutoff).
- Hats: a closed hat on 16ths at velocity 60 with accents (velocity 110) on the ‘e’ of each beat, not the downbeat — the off-grid accents make the pattern feel faster. Ride on 8ths at −10 dB.
- Drum bus: Drum Buss Transients +25, Drive 15%, Damp at 8 kHz to tame the clipped fizz; Glue at 4:1 with 1 ms attack and 3 dB GR; Saturator Hard Curve with Soft Clip on as the final limiter. Keep the bus at −6 dBFS peak.
Tuned metallic percussion with Collision and Corpus
The ‘ting’, ‘clank’ and ‘pipe’ hits that fill neuro drum patterns are physical-model resonators excited by short noise bursts — easy to make, easy to tune to the track, and impossible to get from sample packs without them sounding like someone else’s record.
- Collision: Mallet excitator with Stiffness 70%, Noise 30%, Volume short. Resonator 1 Tube, Decay 200 ms, Material 0.3, tuned to the 5th of the key (G2 for a C-ish track — the 5th avoids clashing with the bass root). Resonator 2 Plate, Decay 400 ms, mixed at 30%, Pitch +7 st. Both resonators in parallel.
- Record 8–16 single hits at different Material and Pitch settings into a Drum Rack (Resampling input → Drum Sampler pads). Now they are samples: no CPU, consistent, and you can pitch-envelope them in Drum Sampler.
- Alternative: any short sample (a rim, a snap) through Corpus in Tube or Membrane mode, Decay 150 ms, with Corpus’s MIDI sidechain so the tuning follows the bass notes.
- Gate with 80 ms hold and a fast release after Drum Buss so every hit is a 100 ms event.
Variations: run the TD-3 or a modular voice (External Instrument) through Corpus with Erosion before it for ‘processed hardware’ perc; or use Drum Sampler’s Ring effect (ring mod inside the device) at a non-harmonic frequency on a snare sample for an instant metallic layer.
The static sub and the rule of separation
Neuro subs are the least interesting sound in the track on purpose: a sine on long notes following the root, so the mid-range layers can be as violent as you like without the low end ever moving. The sub and the mid basses are separate tracks, always.
- Operator, oscillator A sine, Osc B–D off. Mono voice, Glide 20 ms. Amp env A 4 ms, D 0, S 1, R 50 ms.
- Write roots in F0–G0 (44–49 Hz) as half and whole notes. Where the mid bass has a rhythmic phrase, the sub can follow the rhythm as 8th notes but never faster — at 174 an 8th is 172 ms, about 8 cycles of 46 Hz, the minimum to read as pitch.
- 24 dB/oct low-pass at 110 Hz in EQ Eight so the sub stays out of the kick's 60–100 Hz region in level terms — the sub is a layer under the kick, not around it.
- Sidechain compressor keyed from the kick: 4 dB GR, 50 ms release. The snare does not duck the sub.
Generation 1: FM growl in Operator (ratio FM + feedback)
The first generation of almost every neuro bass is an Operator patch with non-integer FM ratios, an envelope on the modulator level, and the built-in filter with its own envelope. It sounds thin on its own — that is correct. It gets fat in generations 2 and 3.
- Operator, algorithm with D→C→B→A fully serial (the leftmost algorithm). Osc A: sine, level 0 dB. Osc B: sine, Coarse 2, level −12 dB, envelope A 0, D 300 ms, S 0.3 — this decaying modulator is the ‘yoi’ vowel. Osc C: Coarse 3, Fine 520 (ratio 3.52 — non-integer gives the metallic inharmonics), level −20 dB. Osc D: Coarse 0, Fine 500 (0.5 ratio, sub-harmonic grit), level −24 dB.
- Operator Filter: low-pass 12 dB, cutoff 600 Hz, Resonance 20%, filter envelope amount +40% with D 250 ms. Pitch envelope: −12 st, 60 ms decay for a knock on each note. Mono, Glide 40 ms.
- LFO (Operator’s own) at 1/8 synced, triangle, mapped to Osc B level (via LFO destination) at 30% for a rhythmic wobble inside each note.
- Saturator Medium Curve 8 dB after; high-pass 90 Hz. Record 8 bars of a one-note 8th-note riff with a few octave jumps and legato slides. This is generation 1.
| Parameter | Value | Why |
|---|---|---|
| Osc B level | −18 → −6 dB | FM index = brightness; this is the main macro, automate it across phrases |
| Osc C Fine | 400–700 | Non-integer ratios produce the inharmonic ‘metal’; integer ratios sound like a clean organ |
| Filter env decay | 150–400 ms | Shorter = plucky stab; longer = vowel swell |
| Glide | 20–80 ms | Legato slides between notes are the neuro ‘talk’ |
Generation 2: Roar feedback, Shifter and the formant stage
The second generation is where the sound becomes a neuro bass: the resampled gen-1 audio goes through Roar in Feedback routing with the feedback pitch tuned to a harmonic, a Shifter for inharmonic sidebands, and a modulated formant/band-pass stage for vowels. Modulation should be rhythmic and synced so the result chops cleanly later.
- Roar 1 in Feedback routing: stage shaper Fold, Drive 10 dB, Tone slightly dark. Feedback section: amount 40%, Pitch +7 st (the 5th — tuning the feedback to the note is what makes it sing rather than howl), feedback filter band-pass around 800 Hz. In Roar’s modulation matrix, map Envelope Follower → Feedback amount at −30% so loud notes feed back less (self-regulating).
- Shifter in Frequency mode: shift +23 Hz (not a musical interval — frequency shifting creates inharmonic sidebands that beat), Dry/Wet 35%. Alternative: Shifter in Ring mode at 1/16 sync for a rhythmic ring-mod stutter.
- Auto Filter (12.2 redesign) band-pass, resonance 40%, LFO synced 1/8, amount 40%, cutoff centred 900 Hz. This is the vowel sweep; sync it so every 8th note has the same formant shape — that is what makes the chop in generation 3 consistent.
- Roar 2 in Multiband: low band Soft Sine 3 dB (keeps the 120–300 Hz body solid), mid band Hard 8 dB, high band Bit Crush 6 dB for fizz. Post-filter low-pass 9 kHz.
- Resample 8 bars (Resampling input on a new audio track, or Bounce in place 12.2). Normalise. This is generation 2 — usually already usable as a ‘wall’ layer.
Variations: swap Shifter for Auto Shift (12.1) with a slow LFO on pitch for a drifting ‘detuned machine’; put Spectral Resonator (Chord mode, few partials, Decay 200 ms) before Roar for a ‘tuned’ ring; use Pitch Hack with a +12 st shift and reverse at 20% for the glitchy high octave.
Generation 3: chop, re-pitch, rearrange (Simpler Slice + Sampler)
Neuro bass writing is editing. The gen-2 recording is sliced at 8th or 16th notes, loaded into a Drum Rack or Simpler Slice, and played back as a new riff: slices out of order, re-pitched ±12, reversed, with different slices answering each other. Then the result is resampled again.
- Simpler, Slice mode, slicing by Beat at 1/8 (16 slices per bar). Playback Mono, Trigger. Slice to new Drum Rack so each 8th becomes a pad.
- Write a 2-bar riff using 5–8 pads: a low slice on the downbeat, a bright slice on the ‘and’, a reversed slice (Simpler Reverse) leading into beat 3. Transpose pads ±5 or ±7 st for call-and-response. Keep a 16th of silence before the snare.
- Pads in the same key range on a Sampler instead: load the whole gen-2 file into Sampler, set Sample Start per zone, and use the Pitch/Osc section’s FM (Sampler’s internal oscillator, ratio 2, 20%) for yet another modulation layer, plus LFO 2 → Sample Start for per-note position scanning.
- Use Live 12’s Recombine (Reverse and Rotate at 1/8) and Time Warp on a duplicate of the MIDI clip to generate fill variations. Keep what works; neuro riffs are 2 bars that change every 8.
- Resample (gen 3), then go back to step 1 if it needs to be denser. Three generations is normal, five is not unusual. Each generation: EQ HP 120 Hz, mono, normalise.
The Reese grind layer (Analog + Roar Mid-Side)
Under the chopped layers, modern neuro usually keeps a sustained, slowly-moving Reese for the 100–400 Hz body — the ‘grind’ — so the drop has a floor when the chops leave gaps. It is dark, distorted and mono-low, wide-high.
- Analog: Osc 1 saw, Osc 2 saw detuned −14 cents and one octave down (Osc 2 Octave −1). Both to Filter 1, LP 24 dB at 350 Hz, resonance 15%, filter env +20% with 400 ms decay. Mono, Glide 50 ms.
- Roar Mid-Side: Mid channel Soft Sine 6 dB (solid centre), Side channel Hard 10 dB (grind on the edges). Post low-pass 3 kHz in EQ Eight.
- Utility: Mono below 150 Hz, width 110%. Auto Pan-Tremolo (12.3) in tremolo mode at 1/4 synced, 15% depth, so the layer breathes with the kick instead of being a flat wall.
- Play whole notes or the phrase’s root changes only; this layer is harmonic support. Sidechain from the kick (3 dB) and from the snare (2 dB, 30 ms release).
Variations: Wavetable Vintage category table with Unison Phase Sync 4 voices instead of Analog for a more modern, phasier grind; or the Reese rack from the Reese rack page with the Grind macro up.
Atonal stabs, sci-fi pads and the ‘wrong note’ hook
Harmony in neuro is sparse: a dissonant stab on the off-beat, a thin pad on a tritone or minor 2nd against the root, a filtered noise texture. These are deliberately small in the mix — they exist to make the bass sound bigger by contrast.
- Wavetable: a Collection or Distortion category table, position modulated slowly by LFO 1 (0.1 Hz). Unison Random Note, 3 voices, amount 20% for pitch instability. Amp env A 2 ms, D 180 ms, S 0 for stabs; A 800 ms, S 0.8 for pads.
- Stabs: a two-note chord of root + tritone (F + B) or root + minor 2nd, on the ‘and’ of 2 every other bar. Note Length at 1/16. Meld with the FM or Reed engine, Scrambler (12.2) at 20%, works equally well for stabs.
- Spectral Resonator in Freq mode at 30% so the stab rings in an inharmonic cloud for a beat; Echo 3/16 ping-pong with Duck so the tail disappears under the bass.
- Pads: high-pass 400 Hz, sidechain 6 dB from the drum bus — pads in neuro are almost subliminal and only reveal themselves in breakdowns.
Sci-fi FX: risers, downlifters and the drop-out
Transitions in neuro are engineered as carefully as the bass: pitch-rising noise, reversed snare tails, a granular freeze of the bass, and 2 beats of total silence before the drop.
- Riser: Operator with Osc A Noise (white), amp env A 1.5 s. Automate the Auto Filter high-pass cutoff from 100 Hz to 8 kHz over the 4 bars before the drop, and Shifter pitch from 0 to +12 st over the last 2 bars.
- Bass freeze: route 1 bar of the gen-3 bass into Granulator III, Grain Size 60 ms, Spray 10%, Scan stopped on a bright slice; automate Pitch +12 st over the last bar of the build. Hybrid Reverb Shimmer with Freeze on for the last 2 beats, then cut everything.
- Drop-out: the last 2 beats before the drop are silent except the reverb tail (automate the master send or use a group with a Gate). The first kick of the drop carries no reverb.
- Downlifter after the drop: a reversed, pitched-down (−12 st, Simpler Warp Complex Pro) copy of the riser, 1 bar, −12 dB.
More on this on FX, risers and impacts.
Groove & programming
Neuro is straight. Kick and snare quantised 100% to the grid at 174; hats and ghosts quantised at 90% or with Groove Pool MPC 16 Swing-54 at Timing 30% — just enough to not sound like a tracker. The groove comes from the bass phrasing: write the sliced-bass riff against the drums so bass hits land on 16ths where the drums are silent (the ‘e’ and ‘a’ of beats 1 and 3) and rest on the snare. Velocity on the bass pads matters because the Drum Sampler/Simpler pads can map velocity to filter cutoff and sample start — map velocity → Sample Start 5% so soft hits begin slightly into the slice, which reads as a different articulation. Use the Live 12 Rhythm generator (Density 40%, Accent on 8ths) to draft percussion counter-rhythms, then Velocity Shaper for a ramp across each bar. Fills: every 8 bars, Time Warp the last beat of the bass clip (compress to 50%) and the hat clip; every 16, a snare roll (Drum Rack note repeat at 1/32, velocity ramp 60 → 120 via Velocity Shaper) ending on a silent 16th before the downbeat. Half-time switches (snare on 3 only for 8 bars) are the standard mid-drop variation. From Push, the sliced-bass Drum Rack is playable in 64-pad mode; perform the riff live, quantise at 100% — unquantised neuro bass sounds like a mistake. If you clock a modular from Live for the percussion layer, use CV Tools’ CV Clock Out and record the result as audio, then treat it like any other layer: HP 300 Hz, clip, place.
Arrangement template
Neuro arrangements are drum & bass shaped (32-bar DJ intro, 16-bar builds, 32-bar drops) but the drops are internally busier: a new bass riff or a new bass layer every 8–16 bars, a half-time or stripped section at bar 16 of each drop, and a different riff in drop 2. The intro is percussion and atmosphere over a kick, with the Reese arriving filtered in the build. Breakdowns are where the pads and the sci-fi FX live; the bass is absent or reduced to the gen-1 clean layer. A common modern shape is the ‘roller’: a 48-bar drop with minimal changes, which only works if the bass riff itself is funky enough to carry 48 bars.
Mix & master targets
- Low end: sub mono, LP 110 Hz; kick HP 50 Hz; every mid-bass layer HP 100–150 Hz and mono below 150 Hz via Utility. One source of sub, always.
- Snare vs bass top: the 3–8 kHz region is the war zone. Sidechain every bass layer from the snare: Compressor, external sidechain, Ratio 4, Attack 0.5 ms, Release 25 ms, 3 dB GR. The ducking is short enough to be inaudible as pumping but gives the snare the transient slot.
- Bass bus: group the mid layers; Glue 2 dB; a static EQ Eight bell −2 dB at 350 Hz (mud) and a dynamic cut at 200 Hz keyed from the snare body (Multiband Dynamics with sidechain). Roar in Multiband as the final ‘glue distortion’ at low drive (2 dB per band) unifies layers from different generations.
- Bass vs pads/stabs: pads sidechained 6 dB from the drum bus and HP 400 Hz. Stabs at −12 dB relative to bass peak.
- Width: correlation never below 0 on the master. Chopped layers are mono; the Shifter/Chorus top layer and the FX carry the width.
- Master: Glue 1–1.5 dB (Ratio 2, slow attack), Saturator Analog Clip 1–2 dB with Soft Clip, Limiter ceiling −0.3 dB, −6 to −5 LUFS. The snare should still peak 2–3 dB above the bass on a meter after limiting — if it does not, the bass is too loud, not the limiter.
Signature rack
Sub-styles
| Style | Tempo | Drums | Bass | Harmony / mood |
|---|---|---|---|---|
| Classic techstep | 170–174 | Tramen/Amen chopped tight, hard dry snare, more break texture than modern neuro | Reese with slow filter, early FM, single long notes; less chopping | Minor pads, sci-fi samples, Terminator mood; less loud (−8 LUFS) |
| Dutch school / full neuro | 174–176 | Dense, layered, many metallic ghosts, switch-ups every 8 | 3–5 resampled generations, maximal modulation, riffs change every 8 bars | Atonal, stabs on off-beats, huge sound-designed FX; loudest (−5 LUFS) |
| Neuro roller | 172–174 | Minimal, machine-straight, one ride and a shaker, long unchanged sections | One excellent 2-bar bass riff, sub-heavy, less distorted top, lots of space | Hypnotic, dark, dub-techno influence; subtle pad movement |
| Minimal / deep neuro | 172–174 | Sparse ghosts, soft snare layer under the hard one, tuned percussion as melody | Clean FM, Operator-only basses with little distortion, filter-led movement | Modal, sometimes chords, tense but musical |
| Neuro-halftime crossover | 170–174 half feel | Snare on 3, trap hats, half-time bass | Same resampled chains stretched to longer notes, more sub | Hip-hop influenced; see the halftime page |
| Crossbreed / neuro-hardcore | 174–180 | Distorted four-on-the-floor sections, gabber kick switch-ups | Neuro bass with more Hard clip, less vowel | Aggressive, industrial, rave stabs |
Common mistakes
- Trying to play the bass live from a synth. Neuro bass is sliced audio; the synth is a source, not the instrument.
- Distorting the sub with the mids. Separate tracks; the sub never passes through Roar.
- Unsynced modulation before resampling: free-running LFOs make slices that do not repeat. Sync everything to 1/8 or 1/16 before the first resample.
- Mid layers with 60 Hz content stacking under the kick. HP every generation at 100–150 Hz and check in mono.
- Bass top at full level in the 3–8 kHz region, so the snare disappears. Short sidechain from the snare on the bass group — not EQ, which would gut the bass when the snare is not hitting.
- Every layer wide. Chopped layers mono; only the top/FX layer carries width, or the drop collapses on a club system.
- Using swing on the skeleton. Neuro drums are straight; the funk is in the bass rhythm.
- Twelve generations of resampling with no clean layer left. Keep gen 1 under gen 3 at −10 dB for note definition.
- Same riff for 32 bars. Change the bass every 8–16, switch-up at 16, new riff in drop 2.
Related
- Neuro bass, Reese bass, Sub bass, Snare and clap, FX, risers and impacts.
- Drum & bass, Halftime and footwork, Industrial techno.
- DnB track deconstruction, Halftime track deconstruction.
- Reese rack, Resampling rack, Drum bus rack, Feedback rack.
- Resampling workflow, Sidechain and ducking, Saturation and distortion, Layering rules, Loudness and limiting.
- Operator, Roar and saturation, Simpler, Sampler and Drum Rack, Routing and resampling.