ABLETON 12 SOUND DESIGN ATLAS

UK Bass / 140

The 130–140 BPM zone between garage, grime and dubstep — swung drums, square-wave subs, percussive bass riffs and dub space — with Live 12 recipes for the hybrid "UK bass" and modern 140 sounds.

uk bass140uk funkypost-dubstepbasslinesquare bassswingdrum rackoperatorecho

"UK bass" and "140" are umbrella terms for the music that grew in the gaps between garage, grime, dubstep and funky from the late 2000s onward: tempo 130–140, drums that are swung but not 2-step, a sub that is often a square wave rather than a sine, bass riffs that function as percussion, and a lot of dub-style space. Reference points as styles only: the Hessle Audio / Hemlock / Swamp 81 lineage, the Night Slugs "club constructions" sound, the modern Keysound-style 140, and the percussive, tribal UK funky strain. Unlike dubstep, the snare is not fixed on 3; unlike garage, the vocal is rare. What defines the genre physically is the drum programming (polyrhythmic, syncopated, dry) and bass sounds that are rhythmically detailed in the 60–250 Hz zone rather than the sustained subs of dubstep.

Sonic signature

BPM
130–140 (UK funky 130–135, post-dubstep 132–138, modern 140 at 140)
Swing
55–62% on 16ths, mixed with triplet figures and off-grid percussion
Key feel
Minor and modal, often a single root; bass riffs with chromatic slides; tuned percussion in fifths
Dominant elements
Syncopated kick, snare/clap on 2 and 4 or 3, square sub riff, tuned percussion, stab, dub delays
Dynamics
Moderate, −8 to −9 LUFS; drum transients preserved; a lot of dynamic range inside the bar
Stereo image
Mono low end; percussion placed in distinct positions; delays wide; stabs centre-ish

Core elements & how to make them in Live 12

Syncopated 130–140 drum frame

Instrument: Drum Rack · Level: essential · Genres: uk bass, uk funky, 140

The kick plays a broken pattern that implies both the 4x4 and the half-time at once; the snare is on 2 and 4 with a clap doubling, and the percussion fills the 16ths asymmetrically.

  1. Kick: short and knocky (decay 180–220 ms, fundamental 55–65 Hz), from Drum Sampler with Punch 30%. Keep the sub kick off; the square sub is right behind it.
  2. Snare on 2 and 4, with a clap only on 4 in bar 1 and on both in bar 2. Snare short (150 ms) and bright; the clap adds the spread.
  3. Conga/tom patterns: Euclidean Sequencer with 5 hits over 16 steps rotated 3, then Random (MIDI tool) at 10% velocity variation. Tune two congas a fifth apart.
  4. Groove: MPC 16 Swing 58, Timing 80%, applied to hats and percussion; kick and snare straight. Then move the open hat 10 ms late and the second-bar extra kick 10 ms early by hand.
  5. Drum group: Drum Buss with Drive 20%, Transients +15, Damp 10 kHz, then Glue Compressor 2:1 with 1–2 dB reduction. No reverb on the group; room on a send only for snare and percussion.
For the UK funky variant, drop the snare to beat 3 only every other bar and let the conga/rim take beats 2 and 4; the pattern now floats between house and halftime.

Square-wave sub riff (Operator with pulse-width-like morph)

Instrument: Operator · Level: essential · Genres: uk bass, bassline, 140

Where dubstep subs are sine, UK bass subs are often square: hollow, odd harmonics, audible on small speakers without any saturation. They play short riffs with rests and octave jumps, functioning as another percussion instrument.

  1. Operator, parallel algorithm. Osc A Square at 0 dB. Osc B Sine, same pitch, at −6 dB: mixing a sine into the square fills the fundamental (a square's fundamental is relatively weak). Automate B level between −12 and 0 dB for "sub-ness" vs "squareness".
  2. Operator filter: low pass 24 dB at 180–250 Hz, no resonance. This keeps the 3rd and 5th harmonics and cuts everything else, so it reads as a bass note, not a buzz.
  3. Amp envelope: A 1 ms, D 180 ms, S 0.6, R 25 ms. Riff of 8ths and 16ths with rests; typical shape is a 2-note phrase answered by a rest and an octave jump.
  4. Mono, Glide 0, Legato off. Slides are rare in this style; the notes are percussive.
  5. Saturator Analog Clip 2 dB for glue; EQ a small dip at 150 Hz if the square's 3rd harmonic clashes with the kick body.
A square wave has only odd harmonics with 1/n amplitude. The 3rd harmonic of a 55 Hz A0 (Live naming) is 165 Hz, which is right in the kick body. Either filter it (as here) or tune the kick a semitone away; stacking them on the same frequency gives the "wooly" low end that makes this genre sound bad on big systems.

Percussive FM bass stab (Meld Drum/FM engines)

Instrument: Meld · Level: intermediate · Genres: uk bass, club constructions

The Night Slugs-style "bass as percussion": a short pitched hit with a fast pitch drop, sitting between kick and tom, playing syncopated patterns. Meld's FM or Drum engines produce this in one device.

  1. Meld, Osc A FM engine: ratio 1.5 (a fifth above the carrier), FM index modulated by Envelope 1 (fast decay 60 ms) so each hit starts bright and ends as a tone. Pitch modulated by Envelope 2, −12 st, decay 40 ms, for the "doink".
  2. Osc B Noise Flow engine with a 30 ms amp decay, mixed at −18 dB: the click.
  3. Per-oscillator filter on A: low pass around 800 Hz with the envelope adding 30%. Amp envelope A 0, D 160 ms, S 0, R 20 ms.
  4. Play it on a syncopated 16th pattern in the 60–150 Hz zone (C1–G1, 65–98 Hz roots), with occasional notes a fifth or octave up. It should interlock with the kick, never double it.
  5. Roar Hard shaper at 15% then a fast compressor to make every hit the same size.

Variations: Meld Drum engine for a more "tuned tom" character; Operator with a pitch envelope on a sine and 20% FM from a square for the classic grime-adjacent version.

Tuned metallic percussion (Collision + Corpus)

Instrument: Collision · Level: intermediate · Genres: uk bass, uk funky, 140

Bells, pipes, steel-drum-ish hits and pitched woodblocks fill the midrange instead of chords. Collision's physical model gives you tuned percussion that does not sound like a sample pack.

  1. Collision: Mallet excitation with a hard stiffness, noise at 20% with a short envelope. Resonator 1 type Pipe, Resonator 2 type Marimba, mixed 60/40, decay 300–500 ms, Inharmonic amount around 15% for a bell-like detuning.
  2. Play a 3-note pattern in fifths and fourths on the swung 16ths, rarely on beats 1 and 3. Velocity mapped to the mallet stiffness (via the Collision modulation) so accents are brighter.
  3. Corpus with the Plate resonator and Tune enabled to the track key for a shared resonant ring across hits; 30% wet.
  4. Auto Pan-Tremolo (12.3) in Auto Pan mode at 1/8 triplet for movement that crosses the swung grid; Echo on a triplet 8th for the dub-style spread.
Resample 2 bars of Collision hits, slice in Simpler and replay them with Pitch Hack on a send for pitch-shifted, reversed copies: the same percussion becomes an FX layer.

Rave/grime-adjacent stab with dub throw (Analog + Echo)

Instrument: Analog · Level: intermediate · Genres: uk bass, 140, grime

Short, bright synth stabs (minor chords, often a single detuned note) mark the bar and get thrown into a long dub delay every 4 or 8 bars.

  1. Analog: Osc 1 Saw, Osc 2 Square one octave down at −8 dB, both into Filter 1 (LP 12 dB) at 1.2 kHz with the filter envelope at 60%, decay 150 ms. Amp decay 180 ms, sustain 0.
  2. Program a minor chord (root, b3, 5, with the root doubled) or a single note on the "&" of 2 and the "a" of 4, nothing else; silence is the arrangement.
  3. Echo on a return: 3/8 left, 1/4 right, feedback 65–75%, Reverb 20%, Ducking on so the dry stab stays clear. Automate the send amount from 0 to 100% for one stab every 8 bars: the dub throw.
  4. High-pass the return at 250 Hz and use Echo's own filter to roll off above 4 kHz so repeats get darker each cycle.

Variations: swap Analog for Wavetable with a Vintage table and Unison Phase Sync 2 voices for a harder, more "eski" stab; run the stab through Corpus with the String resonator for a plucked, kotoish version used in the sinogrime-influenced end of 140.

Chopped vocal fragment as rhythmic hook (Simpler + Beat Repeat)

Instrument: Simpler · Level: intermediate · Genres: uk bass, uk funky

Not a garage vocal, not a grime MC: a single word or syllable, pitched and placed as a percussive element, stuttered at the end of phrases.

  1. Simpler, Classic mode, one word, Warp off, pitched down 2–4 st for weight. Amp decay 200 ms so it is a hit, not a phrase.
  2. Band-pass filter around 1.2 kHz with some resonance: a "telephone" cut that keeps it out of the bass and the hats.
  3. Beat Repeat with Chance 30% and Variation 4 so the stutter is unpredictable; raise Chance to 100% with a Gate of 1/4 for the last beat of every 8 bars (automate).
  4. Erosion Wide Noise 20% for a slightly lo-fi grain; Echo ducked.

Dark reese for the post-dubstep end (Drift Unison + Roar Mid-Side)

Instrument: Drift · Level: advanced · Genres: post-dubstep, 140, deep

The hollow, slowly beating reese of the darker UK bass records: two detuned saws, filtered dark, with the stereo width limited to the harmonics.

  1. Drift, Unison voice mode with 2 voices and 10–15 cents detune. Both oscillators Saw, Osc 2 at −3 dB. MS4 filter at 400 Hz, resonance 15%, Drift amount 20%.
  2. Amp: A 30 ms, D 1 s, S 0.8, R 200 ms. Long notes, one per bar, with occasional slides (Legato, Glide 120 ms).
  3. Roar in Mid-Side routing: Soft Sine on the mid at 20% (fundamental stays clean), Hard clip on the side at 10% (the beating detune gets gritty), post filter LP 2 kHz. This is where the "dark" comes from.
  4. Bass Mono at 150 Hz so the beating is only audible in the harmonics; the sub stays stable.
  5. Sidechain from the kick, gentle (3 dB), because this reese is sustained and would otherwise bury the broken kick pattern.
A reese with a wide fundamental will cancel in mono and the sub will come and go with the beating. Always Bass Mono it; check in mono before you commit.

Dub space: spring-ish reverb, noise beds and the pre-delay trick

Instrument: Hybrid Reverb / Echo · Level: intermediate · Genres: uk bass, 140, dub

The dry drums need a space around them that does not fill the bar. The trick is short, dark reverbs with long pre-delay, and one long delay used as an event.

  1. Return A: Hybrid Reverb with a spring convolution IR (or Quartz with a short decay), pre-delay 30–50 ms, decay 1 s, low cut at 300 Hz. Send snare and percussion at −12 dB; the pre-delay separates the hit from the tail so the drums stay dry-sounding.
  2. Return B: Echo with a long dotted-half delay, feedback 50%, the Noise and Wobble sections lightly on for tape character. Send only the stab and vocal cut, in bursts.
  3. Return C: Spectral Time in Freeze mode, used as a pad generator: send one stab, freeze, and let it hang under the next 4 bars at 30%.
  4. A noise bed (Wavetable Noise table through Auto Filter BP at 2 kHz, −30 dB) under the whole track gives the sense of a room without any reverb at all.

Groove & programming

Live 12 MIDI tools: Euclidean Sequencer for all percussion (try 5/16, 7/16, 3/8 rotated), Rhythm generator at 2 bars with Density 35% for broken kick patterns, Recombine to permute a sub riff every 8 bars, Time Warp to push the second half of a percussion clip late by a few percent, Strum on stabs for a slight roll, and Ornament for grace notes on tuned percussion. Record Push pad performances of the conga and perc bass unquantised, then Quantize at 50% strength to keep the feel.

Half-bar displacement: copy the bar 2 percussion and shift it by an 8th. If it still works, the pattern is polyrhythmic enough; if it collapses, the pattern is too grid-locked.

Arrangement template

UK bass tracks are tools: 24–32 bar intros with percussion, a sub that enters at bar 16, and sections defined by which rhythmic layers are present rather than by a drop. The "switch" replaces the breakdown: drums thin to a half kit while the stab and its delay take over, then the full pattern returns with one new element (the perc bass or the vocal cut). Outros keep tuned percussion going over a kick for mixing.

Mix & master targets

Signature rack

Sub-styles

Sub-styleBPMWhat changes
UK funky130–1354x4 kick with the funky skip, heavy conga/tribal percussion, tuned bells, soca and broken-beat influence, vocal cuts, brighter mixes
Post-dubstep / "future garage"132–138Half-time feel in parts, dark reese, pitched vocal fragments, long reverbs, melancholic chords, Burial-style off-grid crackle
Club constructions / Night Slugs-style130–140Percussive FM bass as the lead, very dry drums, grime stabs, square sub, lots of silence, sampled rave FX
Bassline / 4x4138–142Square and reese bass riffs with octave bounce, 4x4 kick, pitched vocals, stripped percussion, loud and bright; overlaps with garage
Modern 140 / "deep 140"140Dubstep frame with sparse grime-influenced drums, sub melodies, dub space, no mid bass; the current meeting point of dubstep and grime

Common mistakes

Related