Psytrance
138–148 BPM full-on and progressive psytrance — the rolling 16th-note bass that is the whole genre, its exact relationship to the kick, FM and acid leads, squelches, risers and the 8-minute arrangement, as Live 12 recipes.
Psytrance is one rhythmic idea executed with obsessive precision: a kick on every beat and a bass note on every 16th between the kicks, the two sharing the same root note and the same 40–120 Hz band, never overlapping. At 145 BPM a 16th is 103 ms, so the bass note has roughly 80 ms to attack, bloom and die before the next kick: the entire genre's low end is an exercise in envelope timing. Above that engine, everything is movement: FM and acid leads that morph every bar, filtered noise risers, delays panning across the field, and a structure that builds over 7–9 minutes in strict 8-, 16- and 32-bar blocks. Full-on (the 2000s Israeli school as a stylistic reference) is bright, fast and melodic; progressive psy (the 130–138 BPM Scandinavian/German end) is slower, groovier and more minimal with the same bass engine; darkpsy and forest go 148–160 with detuned, noisier basses; goa (the 90s origin) is the same rolling bass under long modal 303-and-FM melodies. Build the kick-bass relationship first; nothing else matters until it rolls.
Sonic signature
- BPM
- Full-on 140–148 (145 canonical); progressive psy 132–138; darkpsy/forest 148–165; goa 135–145
- Swing
- None. The bass and kick are dead straight on the 16th grid; groove comes from the bass envelope and accent pattern, and from offbeat hats pushed 5–10 ms late.
- Key feel
- Minor, Phrygian, harmonic minor; the bass stays on one root for 8–32 bars with a single note change per phrase. Melodies modal and long.
- Dominant elements
- Kick, rolling bass, offbeat open hat, snare/clap on 2 and 4, FM or acid lead, pads/atmos, risers, delay FX
- Dynamics
- Loud and constant: −7 to −8 LUFS for the whole second half, with breakdowns that drop the kick and bass to zero for 16–32 bars
- Stereo image
- Kick and bass dead mono. Leads mono-centred with stereo delays. Hats, risers, pads very wide. Nothing stereo below 150 Hz.
Core elements & how to make them in Live 12
The rolling bass: Operator saw with a filter envelope and a 60 ms gate
The sound: a filtered saw that goes "dum" three times between every kick. Its three timing parameters, amp attack, filter decay, and note length, are the genre. Everything below is starting points for 145 BPM; scale by tempo (1/16 = 15000 / BPM ms).
- Operator, parallel A+B algorithm. Osc A Saw (the Saw waveform in Operator's waveform list) at 0 dB. Osc B Square, Coarse 1, −20 dB for odd-harmonic bite. Mono voice (Voices 1), no glide. Transpose so the root sits at D0–F0 (37–44 Hz fundamental; psy basses sit on the kick note, often F0 or F#0).
- Amp envelope: A 2 ms, D 80 ms, S 0.6, R 20 ms. The release must end before the next kick: at 145 BPM the note is 70 ms, plus 20 ms release = 90 ms, inside the 103 ms 16th.
- Filter: LP 24 dB, cutoff 150 Hz, resonance 15%. Filter envelope amount +40 st, A 0, D 60 ms, S 0, R 50 ms. This "chirp" from 150 Hz up to around 1.5 kHz and back in 60 ms is the "dum" transient; the harmonic content at the note start is what makes the bass audible on small speakers.
- Program every 16th except the ones on the beat (where the kick is). Note length 65–75 ms (about 70% of a 16th). Velocity flat at 110; accent the 4th note of each beat to 127 for the forward push.
- Saturator Analog Clip 4 dB adds the growl. EQ: HP 35 Hz 24 dB/oct (nothing below the kick's fundamental), +2 dB bell at 90 Hz, LP at 3 kHz. Compressor sidechained from the kick: 6:1, attack 0.1 ms, release 60 ms, 8 dB reduction (it catches the sustain tail of the note before the kick).
| Parameter | Value | Why |
|---|---|---|
| Note length | 60–80 ms (at 145) | Shorter = tighter and clickier; longer bleeds into the kick |
| Filter env decay | 40–90 ms | The "dum"; progressive psy goes longer and softer, full-on short and bright |
| Filter cutoff | 120–200 Hz | Base tone; raise for brighter rolling, keep under 250 Hz |
| Sidechain release | 50–80 ms | Ends before the next bass note starts |
Rolling bass, Analog version: two filters for the "sub plus click" split
Analog's dual filter and dual amp let you split the bass into a sub path (sine-ish, longer) and a click path (saw, short, bright) inside one instrument, which is how a lot of modern psy basses are built in multi-filter synths.
- Analog: Osc 1 Saw routed to Filter 1 only, Osc 2 Sine at the same pitch routed to Filter 2 only (use the routing section to keep them separate).
- Filter 1: LP 24 dB, 160 Hz, resonance 20%, Filter Env 1 amount +45 st, decay 55 ms. Amp 1: A 1, D 70 ms, S 0.3, R 15 ms. This is the click/chirp path.
- Filter 2: LP 12 dB, 100 Hz, no envelope. Amp 2: A 3, D 90 ms, S 0.7, R 20 ms. This is the weight path, slightly longer so the sub holds under the click.
- Balance Osc 2 at about −4 dB relative to Osc 1. Mono voice, Unison off. Everything else as the Operator version.
Variations: Drift with Osc 1 Saw, Osc 2 Sine, MS2 filter and Env 2 → cutoff gives a slightly softer, drifting version good for progressive; a Pulse Width-modulated square (Analog Osc 1 Pulse, LFO → PW 10%) for the "hollow" goa bass.
The psy kick: Operator pitch-envelope sine with a knock, tuned to the bass root
A psy kick is short, tuned and clicky: a sine with a fast pitch drop for the body, a transient layer for the knock, and a total length under 200 ms so it hands over to the bass by the next 16th. It is tuned to the bass root (or a fifth below), always.
- Body: Operator Osc A sine at the bass root (F0, 43.65 Hz). Pitch envelope +36 st with a 40 ms decay (Operator's pitch envelope section: set Initial high, fast decay to 0). Amp A 0, D 180 ms, S 0, R 10 ms.
- Knock: Drum Sampler with a short acoustic kick or a wood knock sample, Punch 60%, Decay 40 ms, high-passed at 300 Hz; this is the 200–600 Hz "tok" that cuts through on a festival rig.
- Click: Operator noise, 6 ms decay, band-passed at 4 kHz, mixed low: it is only there so the kick reads at low volumes.
- Check the kick alone against the bass: solo both, play one bar, and watch a spectrum analyser. If the kick's tail is still visible when the first bass note starts, shorten the amp decay.
Offbeat hats, the snare/clap and the "psy groove" that is not swing
Psy drums are a four-to-the-floor skeleton with an open hat on every offbeat 8th, a clap or snare on 2 and 4, and 16th closed hats with velocity shaping. Everything is grid-straight; the feel comes from micro-delaying the open hat and from the bass accents.
- Open hat on every offbeat 8th; set Track Delay +8 ms on its track (or nudge the clip). This tiny lateness is the "psy bounce".
- Closed hats on 16ths, velocity 70 on 8ths, 45 on the in-between 16ths, 30 ghosts before beats; Velocity Shaper with a mild accent curve.
- Clap layered with a short snare on 2 and 4, high-passed at 200 Hz. Add a 1/32 flam (two hits, 15 ms apart, second at −6 dB) on the clap of beat 4 every 8 bars.
- Drum Buss with Transients +15% and Damp at 11 kHz; Glue very light. High-pass the whole hat/clap group at 200 Hz so it never touches the kick/bass band.
FM lead: Operator 4-op with ratio automation and a synced LFO on modulator level
The classic psy lead is metallic, moving FM: a carrier with two modulators whose levels pulse in time, so the timbre shifts every 16th. Operator's per-oscillator envelopes with Loop modes and its LFO give you the whole thing without automation.
- Operator, algorithm with C→B→A serial plus D parallel. Osc A sine (carrier) 0 dB. Osc B sine Coarse 2, level −14 dB. Osc C sine Coarse 7, level −26 dB (the metal). Osc D Saw at −18 dB for a raw edge mixed in parallel.
- Osc B envelope: A 0, D 90 ms, S 0.3, R 50 ms, with Loop mode set to Beat and the loop time 1/16: the FM depth re-attacks on every 16th regardless of note length. This is the "chattering" quality.
- Operator LFO: sync, rate 1/16, waveform square, → Osc B level at 30%: alternate 16ths get a different FM depth.
- Mono voice, Glide 15 ms, Legato on. Amp A 3, D 200, S 0.7, R 120 ms. Spread 20% for width without losing the centre.
- Auto Filter LP 24 dB at 2.5 kHz with its LFO at 1/8T, 20%, Echo in Ping Pong mode (1/8 left, dotted 1/8 right, feedback 40%, HP 500 Hz, Modulation 10%). High-pass at 300 Hz; dip 1.2 kHz 3 dB to leave room for the acid line.
Acid and squelch lines: the TD-3 and the Analog/Drift equivalent
The second melodic voice. A TD-3 through External Instrument with Live's Roar in front of the kick gives the goa acid; Drift with a high-resonance MS2 and a fast filter envelope does the same in the box.
- TD-3: saw, cutoff 30%, resonance 80%, env mod 70%, decay 40%, accents on every 4th note, slide on the last note of each 2-bar phrase. Sequence from Live via External Instrument so the pattern stays editable; record the audio back.
- In-the-box version: Drift Osc 1 Saw, MS2 LP, cutoff 400 Hz, resonance 75%, Env 2 → cutoff +60%, Env 2 decay 110 ms, velocity → Env 2 amount 50% for accents. Mono, Glide 60 ms, Legato on so overlapping notes slide.
- Roar Single Diode 25% with a 150 Hz pre-filter (the acid line must not add bass). Auto Filter band-pass with the Envelope Follower modulating cutoff to exaggerate accents.
- Echo at 3/16 with 55% feedback and the Duck function at 30% so the delay breathes around the notes; HP 250 Hz.
Variations: run the TD-3 through Spectral Resonator at the bass root for a tuned, shimmering acid; use Live's Scale device set to Phrygian in front of Drift so the TD-3's recorded MIDI stays in key when transposed.
Risers and downlifters: noise through a resonant Auto Filter with pitch and width automation
Psytrance uses risers every 8 bars, not just before drops. Three layers: filtered white noise rising, a pitched sine rising an octave, and a reversed reverb tail. Build them once as 4-, 8- and 16-bar clips and reuse.
- Operator: Osc A Noise 0 dB, Osc B sine at −16 dB with a pitch envelope rising 12 st over 8 bars (set the pitch envelope attack to its maximum and use clip automation of Transpose for the rest).
- Auto Filter band-pass, 12 dB, resonance 45%, frequency automated 300 Hz → 8 kHz exponentially over the clip. Auto Pan-Tremolo (12.3) in Auto Pan mode at 1/8T, 40%, so the riser spins faster as it climbs (automate rate to 1/16 for the last bar).
- Hybrid Reverb Prism, 3 s, wet automated 20 → 60%; Utility width 60 → 180%.
- Downlifter: duplicate, reverse the automation, and pitch envelope falling 24 st over 1 bar. Place it on the 1 after a drop as the "release".
- Reverse reverb: bounce 2 bars of a snare with a 4 s Hybrid Reverb tail, reverse the audio clip, and align its end to the downbeat.
Atmospheres and pads: Wavetable Shimmer unison under a long Hybrid Reverb
The pad in psy is subliminal: a wide, slowly moving chord (root + fifth + octave, sometimes the minor third) that establishes the key during breakdowns and disappears under the roll. Width and slowness are everything.
- Wavetable Osc 1 any Collection-category table with LFO 1 → position at a 16-bar sync rate (triangle); Osc 2 Basics Saw detuned +12 ct at −6 dB. Unison Shimmer, 6 voices, 40%.
- Filter 1 Clean LP, 1.2 kHz, 12 dB, with Env 2 → cutoff +20% over a 2 s attack. Amp A 1.5 s, R 3 s.
- Chorus-Ensemble in Ensemble mode at 30%; Hybrid Reverb Dark Hall 6 s with 40 ms pre-delay at 55% wet. HP 180 Hz and a −3 dB shelf at 8 kHz so the hats keep their air.
- Sidechain the pad from the kick lightly (Compressor 2:1, 3 dB) only in sections where the kick plays, so it recedes under the roll automatically.
Bass and lead edits: Beat Repeat gates and resampled 1/32 rolls for the 8th bar
The 8th bar of a full-on phrase almost always has an edit: the bass dropping out for a beat, a 1/32 roll, a filter closing and snapping. Beat Repeat on the lead and resampled bass slices cover 90% of it.
- Beat Repeat with Interval 2 bars and Offset so it fires on the last beat of the 2-bar loop (Offset 7/4 at 1/4 grid), Grid 1/32, Gate 1/4 so it only repeats for one beat, Pitch Decay on for the falling stutter, Mix mode Gate so the original is silenced during the repeat.
- Bass dropout: in the bass MIDI clip, delete beats 3–4 of bar 8 and put a single long note on beat 4 with the filter cutoff automated down to 60 Hz: the "swallow".
- Bounce 1 bar of the bass (Bounce in Place) and load it into Simpler Slice mode; a 1/32 roll of the first slice with velocity descending 127 → 40 over the last two 16ths gives the "machine-gun" bass edit.
- Follow every edit with an impact on the 1: a short Drum Sampler crash plus a sub drop (Operator sine F2 → F0 over 400 ms).
Notes & harmony
Psytrance hardly uses chords. The key lives in the bass, which plays one root note in a rolling 16th pattern between the kicks (K-B-B-B), and the leads supply the scale colour: Phrygian, harmonic minor and especially Phrygian dominant (root, b2, 3, 4, 5, b6, b7), whose b2 and major third give the Middle-Eastern, hypnotic feel. Intervals to lean on are the semitone above the root, the augmented second (b2 to 3) and octave jumps. Tune the kick and the bass to the same root so they lock into one low-end shape; F#, F, G and E are common because their fundamentals (41–49 Hz) suit both. Changes of root are rare and structural (every 16 or 32 bars), and they are usually a fourth or a semitone, which the crowd feels as a lift rather than a chord change.
KBBB rolling bass, F# (145 BPM)
F# at 145 BPM; each 16th is 103 ms, so the bass notes need a very short decay (60–90 ms) to stop them overlapping the next kick. The velocity shape low–high–mid on each group, mapped to filter cutoff, gives the classic rolling motion. The kick and bass must both be tuned to F#; sidechain is optional when the notes are this short. Variation: shift the accent to the third bass note of each group for a more driving feel.
Bass with b2 and octave fills (2 bars)
The second bar adds the Phrygian b2 (G0) and an octave pop on the last beat, leading back to the downbeat with the A0 (b3). Use it every 4th or 8th bar; too many fills break the trance. Variation: automate the bass filter open across 8 bars instead of changing notes at all.
Phrygian dominant lead fragment
F# Phrygian dominant at 145 BPM, 8th notes, on a sharp saw or FM lead with a 3/16 delay. The G → A# jump (augmented second) is the sound people call "Eastern", and the D5 in bar 2 (b6) falling to C#5 adds tension against the bar-1 version. Variation: run it through the Arpeggiate transformation or an Arpeggiator at 1/16 to turn the line into a full-on rolling sequence.
Groove & programming
- No swing, no groove file. The grid is the groove. The only legitimate offsets are the open hat (+5 to +10 ms) and occasionally the clap (+3 ms).
- Bass accents: the third bass note of each beat (the 16th right before the next kick) gets 127; the others 105–110. In progressive psy, accent the first instead for a laid-back roll.
- Bass note changes once per 4 or 8 bars, almost always to the fifth, fourth or b7, then back. The root change is the "chord progression".
- Phrases of 8 and 16 with an edit on the 8th bar (stutter, swallow, snare roll). Builds over 32 bars by adding one element every 8.
- Lead rhythm mirrors the bass: 16ths, repeated notes, occasional 1/8 holds. Call-and-response with 2-bar phrases.
Live 12 MIDI tools: Rhythm generator set to 1/16 with Density 75% and a 1-step rest on the beat generates rolling bass patterns with accent variations; Seed in a Phrygian scale for lead material; Arpeggiate Up-Down 1/16 with Steps 2 for goa cascades; Connect to slide between lead phrases; Velocity Shaper to re-impose the 3rd-note accent on any pattern; Euclidean Sequencer (3 over 8 on a percussion layer) for the only polyrhythm the genre uses.
Arrangement template
Everything is 32 bars. The intro establishes the kick and a filtered bass for DJs; the groove section at 32 opens the full roll; the lead theme states itself at 64 and intensifies to the first peak at 96. The breakdown at 128 is long, 32 bars with no kick, pad and atmosphere only, and the second build re-introduces the kick at 168 at half volume. Peak 2 (176–224) is 48 bars: the same theme, then a new one at 208 as the climax. Outros run 32 bars of filtered drums and bass. Progressive psy stretches the sections (64-bar builds) and shortens the breakdowns; darkpsy compresses everything and skips the melodic theme entirely.
Mix & master targets
- Loudness: −7 to −8 LUFS short-term from the first groove on; integrated −8.5 to −9. True peak −0.3 dBTP. A Limiter with Lookahead 1 ms and 3 dB reduction in the peaks; psy masters are dense and flat.
- Kick/bass balance: kick peak −3 dBFS, bass peak −4 dBFS: the two should read as equal weight on a meter and never sum. Check by soloing both and watching the master peak: it should barely exceed either alone.
- Mono below 150 Hz, Utility Bass Mono on the master as a safety. Kick and bass tracks with Utility Mono anyway.
- Sidechain: bass from kick 6–10 dB at 50–80 ms release; pads and leads 2–4 dB at 120 ms (the "pumping air" is subtle in psy, not EDM-style).
- Leads peak −8 dBFS, centred, stereo only via delays. Hats −18 dBFS peak, wide.
- Mid-range: psy mixes are scooped at 250–500 Hz on everything but the kick knock and bass chirp, which own that band.
Signature rack
Sub-styles
| Sub-style | BPM | What changes |
|---|---|---|
| Full-on | 140–148 | Bright rolling bass with a strong chirp, big FM lead themes, risers every 8 bars, melodic breakdowns, loud and dense; the default on this page |
| Progressive psy | 130–138 | Softer, longer bass envelope (decay 100–150 ms), fewer notes per beat sometimes (1/8 rolls), minimal leads, long builds, deep-house-adjacent chords, cleaner mix |
| Goa | 135–145 | 303-style acid and FM melodies in Phrygian/harmonic minor, long modal lead lines, squarewave bass, hand percussion, flanged everything, 90s reverbs |
| Darkpsy / forest | 148–165 | Detuned noisy bass with more sub and less chirp, no melodic theme, granular and field-recording atmospheres, triplet bass figures, heavy delays, scary |
| Hi-tech | 160–200 | Faster, bass often on 1/8 with doubled kicks, glitch edits every bar, bit-crushed leads, more Beat Repeat than melody |
| Psy-trance crossover / psy-tech | 128–135 | Techno drums and arrangement with the rolling bass as the hook; shorter tracks, DJ-tool structure |
Common mistakes
- Bass release too long. If the bass tail is still audible when the kick hits, the low end flams and the limiter clamps. Release 10–25 ms, and check solo'd kick+bass on an analyser.
- Kick not tuned to the bass. The beating is subtle in headphones and awful on a 10 kW rig.
- Legato or glide on the bass. Every note must retrigger the filter envelope.
- Swing or groove files on the drums. Psy groove is accent and envelope, not timing offset.
- A bass with sub content below 35 Hz. The kick owns the lowest octave; high-pass the bass at 35 Hz, 24 dB/oct.
- Leads with stereo unison. Keep leads mono-centred and get width from Echo Ping Pong; wide leads collapse in mono and smear the roll.
- Writing a 4-minute arrangement. The genre's form is 7–9 minutes of 32-bar blocks; DJs need the long intro and outro.
- Breakdowns with the bass still rolling quietly. Stop it completely; the return is the drop.
Related
- Hard techno and hardcore, Deep techno, Electro, Synthwave
- Kick, Sub bass, Acid 303, Leads, FX, risers and impacts, Pads and atmospheres
- Operator, Analog and Drift, Hardware and modular integration, MIDI tools
- Sidechain and ducking, Loudness and limiting, Delay design, Automation and modulation, Performance and live
- Kick designer rack, Acid rack, Lead rack, Riser FX rack
- BPM to ms, Note to Hz, Genre tempo map