FX, Risers & Impacts
Noise and pitch risers, reverse reverb, sub drops, tape stops, stutters, granular and spectral swells, feedback runaways — and where they go in the arrangement.
Transition FX are the glue of a dance arrangement: they tell the listener something is about to happen (risers, sweeps, reverse hits), punctuate the moment it happens (impacts, sub drops) and release the tension afterwards (downlifters, tape stops, washes). Physically they are almost all about movement over time — a parameter sweeping over 2 to 16 bars — rather than a static timbre. The spectral story is simple: risers climb from the low mids (300–800 Hz) up into the air band (8–16 kHz); impacts cover everything from 30 Hz to 10 kHz for 50–400 ms then collapse into a reverb tail; sub drops live entirely below 120 Hz and are mono. Almost everything here is made from four building blocks: noise, a pitch envelope, a reverb and automation. Most of the examples assume 140 BPM (1 bar = 1714 ms, 4 bars = 6857 ms) — scale the times for your tempo or use the BPM-to-ms chart.
Anatomy
- Direction. A riser must audibly go somewhere: filter cutoff up, pitch up, density up, reverb size up. Two or three of these at once read as inevitability.
- Timing. The end of the riser must land exactly on the downbeat of the drop. Build the clip so the climax is at the last 16th; a reverse crash ending 1/16 early sounds amateur.
- Contrast. An impact is loud because the 50 ms before it is quiet. Cut the riser 1/8 note early, or automate a Gate/Utility mute for the last 1/16 — silence is the best transient.
- Tail management. Every FX layer has a reverb tail that overlaps the drop. HP the tail at 200–300 Hz and sidechain it to the kick so it doesn't mud the first bar.
- Mono low, wide high. Sub drops and impact booms are mono; the top of a riser can be as wide as you like (Utility width 130–150 %).
Recipes
Classic noise riser (Operator Noise + Auto Filter automation)
The white-noise sweep every drop in dance music has used since the 90s. One bar or 16 bars, same recipe: filtered noise with cutoff and resonance rising, width opening, reverb growing.
- Operator: set Osc A waveform to Noise (bottom of the waveform list), other oscillators off. Amp envelope A 1500 ms, S 1.0, R 400 ms so the start is soft.
- Operator's Noise type is pitched white-ish noise; turn the oscillator's Coarse down to 0.5 for a darker, pinker tone, or leave at 1 for pure white.
- Auto Filter: Lowpass, 24 dB slope (the 12.2 redesign exposes slope directly). Draw a clip automation curve on Frequency from 300 Hz to 12 kHz over the length of the riser. Make the curve exponential (drag the line's curvature) — a linear sweep sounds like it slows down near the end because pitch perception is logarithmic.
- Resonance 20–35 %. Automate Resonance too: 15 % at the start, 40 % at the top, which gives the "tearing" character right before the drop.
- Utility: automate Width 100 → 150 % over the same range. Keep the first 2 bars mono so the stereo opening is itself a build element.
- Send to a Hybrid Reverb return; automate the send from −inf to −6 dB. The last 1/8 note: cut the send and the track volume so the drop lands dry.
| Parameter | Value | Why |
|---|---|---|
| Auto Filter freq | 300 Hz → 12 kHz, exponential | Log perception: the ear hears octaves, not Hz |
| Resonance | 15 → 40 % | Rising peak adds a tonal "whistle" that reads as pitch rise |
| Riser length | 4 bars (6.9 s @140) / 8 bars (13.7 s) | Longer than 16 bars loses tension; shorter than 2 bars is a sweep, not a riser |
| Reverb send | −inf → −6 dB | Space growing = sense of scale increasing |
Variations: Wavetable Noise category wavetables (Noise>Water, Noise>Wind) instead of Operator for coloured noise with position automation. Add a Phaser-Flanger (Phaser, 4 notches, rate 0.1 Hz) before the filter for the trance-style "swooshy" riser.
Pitch riser: Operator pitch envelope, Shifter and Pitch Hack
Tonal risers that actually go up in pitch, from a subtle octave glide to the full-blown Shepard-ish scream. Three routes with different flavours.
- Operator pitch envelope: in the Pitch section enable the pitch envelope, Amount 100 %, Initial −24 st, Peak 0, with Attack set to the full riser length (max envelope times are long enough for 4 bars; for 8+ bars automate Coarse instead). The note rises two octaves and settles at the drop pitch — tune it to the drop's root.
- Shifter: put Shifter after a sustained saw or noise. Automate Pitch from 0 to +12 semitones over the riser; set Mix 50–70 % so the original and shifted copy beat against each other for a chorusing rise. Shifter's delay-based pitch shifting leaves grainy artefacts that help the aggression.
- Pitch Hack: use the Interval control with Rate automated upward and Reverse on for the "pitch going up while audio plays backward" effect. The Recycle (feedback) control at 30–50 % stacks octaves into a Shepard-tone illusion — each repeat is pitched further up.
- Auto Filter HP sweeping up at the same time thins the bottom as the pitch rises, so the riser doesn't fight the bass that's still playing.
- End the riser on a note that belongs to the drop's key, or end on silence 1/16 before. A riser landing a semitone off the drop key sounds wrong even if the listener can't say why.
| Parameter | Value | Why |
|---|---|---|
| Operator Pitch Env Initial | −24 st, Amount 100 % | Start 2 octaves below the target; settle on the drop root |
| Shifter Mix | 50–70 % | Beating between dry and shifted = thickness |
| Pitch Hack Recycle | 30–50 % | Stacked repeats create Shepard-like endless rise |
Variations: Drift with Env 2 → Osc pitch, Env 2 attack maxed; Wavetable with LFO 1 (one-shot ramp via Env mode) to Osc pitch; Meld Swarm Sine with Swarm amount rising for a cluster rise.
Reverse reverb and reverse cymbal (clip workflow)
The sucking-in pre-echo before a vocal, a snare or a crash. The reverse cymbal is its drum-kit cousin. Both are 60-second jobs once the workflow is in your fingers.
- Duplicate the source clip onto a new audio track. Put Hybrid Reverb on it: Algorithm Dark Hall, Decay 5–8 s, Dry/Wet 100 %, Pre-delay 0.
- Right-click the track → Freeze, then Flatten (or in 12.2+ use Bounce in Place, which does both and keeps the original muted). You now have the dry hit plus its full tail as audio.
- Select the clip, press Rev in Clip view (or R with the clip selected in Arrangement). The tail is now a swell.
- Drag the clip so the end (the original transient, now at the end) sits exactly on the downbeat where the real hit plays. Turn off Warp or set Warp mode to Complex so transients don't smear.
- Auto Filter HP at 250 Hz and a volume fade-in: the first 50 % of the swell is nearly inaudible, so the drop still feels like it comes from silence.
- For a reverse cymbal: same, but the source is a crash and you often skip the reverb — the crash's own 2–3 s decay reversed is enough. Shorten with the clip's end marker; a 1-bar reverse crash is the standard.
Variations: Reverse the whole last bar of the drum loop (a jungle/breakbeat staple). Reverse a Granulator III freeze. Automate Spectral Time Freeze on the reversed clip for a frozen smear that holds until the downbeat.
Impact: layered kick + noise + reverb + Drum Buss Boom
The "boom" on beat 1 of the drop. An impact is a kick with a longer tail, a noise burst for the top, and a short room that glues them.
- Layer 1 — body: a kick sample pitched down 3–7 semitones in Drum Sampler, Decay long (800 ms+). Or Operator: sine, pitch envelope Initial +36 st, decay 60 ms, amp decay 900 ms.
- Layer 2 — crack: Operator Osc A Noise, amp A 0, D 150 ms, through Auto Filter BP at 2 kHz, Res 30 %. This is the "slap" that cuts through on small speakers.
- Layer 3 — sub thud: Operator sine at 45 Hz, no pitch env, amp D 400 ms. Mono. Keep it −6 dB under the kick layer; it fills the hole a short kick leaves.
- Drum Buss on the rack: Boom at 50 Hz with Decay around 50 % adds a resonant sub ring — it is literally the device's job. Drive 30 % Soft, Transients +20 %.
- Hybrid Reverb: Quartz algorithm, decay 1.5 s, Dry/Wet 25 %, low-cut the reverb at 150 Hz with its built-in EQ so the sub stays dry.
- Saturator Analog Clip, then Limiter at −0.3 dB; impacts are allowed to be the loudest thing in the track for 100 ms.
| Parameter | Value | Why |
|---|---|---|
| Kick pitch | −3 to −7 st | Bigger-sounding without changing the sample |
| Drum Buss Boom | Freq 45–55 Hz, amount 40–60 % | Resonant sub tail tuned to the drop key |
| Reverb decay | 1–2 s | Longer tails smear the first bar of the drop |
| Noise burst decay | 100–200 ms | Short = crack, long = explosion |
Variations: Cinematic — add a Spectral Time freeze of the impact tail, 4 bars long, as the drop's atmosphere. Trap — pitch the body layer to the 808 root and shorten the room. Techno — remove the noise crack, keep body + Boom, mono the whole thing.
Sub drop (Operator pitch envelope down, Drift)
A sine that starts around 100–150 Hz and falls to 30 Hz over 1–2 beats, placed on the last beat of the build or on beat 1 of the drop. Felt in the chest, not heard.
- Operator Osc A sine, note C0 (32.7 Hz) or the drop root. Pitch envelope: Initial +24 st (or +36 for a longer fall), Peak 0, Decay 500–1500 ms, Amount 100 %. Amp env: A 0, D 1500 ms, S 0.
- Drift alternative: Osc 1 Sine, Env 2 → Pitch at +24 st in the mod matrix, Env 2 decay 600 ms. Drift's sine has a little more harmonics so a touch of audible top appears on bass-light systems.
- Saturator Soft Sine 3 dB adds a 2nd harmonic at 65 Hz, making the drop audible on laptop speakers without any real low end.
- Lowpass at 120 Hz, mono, −6 dB — the sub drop should be felt under the impact, not heard as a note.
- Place on the last beat before the drop (ending on beat 1) for the "vacuum" feel, or on beat 1 itself for the "landing" feel. Try both; dubstep tends to the former, trap to the latter.
Tape stop and vinyl brake (clip warp, Beat Repeat, Shifter)
The sound of a deck powering down: pitch and speed collapsing together over 1/2 to 2 beats. Three methods, from the most natural to the most controllable.
- Clip warp method (most natural): resample the last bar of the loop, turn Warp off, and automate the clip's Transpose from 0 to −48 st over the brake length. Because unwarped clips re-pitch and re-speed together, transposing down also slows down, exactly like a stopping tape. Draw the automation as an exponential curve.
- Shifter method (real time, performable): Shifter Mix 100 %, Pitch automated 0 → −36 st. Shifter pitch-shifts without slowing, so pair it with Auto Filter LP sweeping to 800 Hz and Utility gain falling to −inf to fake the loss of speed. Map all three to one macro for a Push brake button.
- Beat Repeat method (stuttering brake): Beat Repeat with Grid 1/16, Pitch Decay ramped to max over the repeats, Variation 0, Gate off, Mix Insert. Each repeat is lower than the last: a pitched stutter stop. Good for hyperpop and garage.
- End the brake 1/16 before the downbeat and cut to silence. The next downbeat with full level is your transient.
| Parameter | Value | Why |
|---|---|---|
| Brake length | 1/2 to 2 beats | Longer than 2 beats loses groove |
| Transpose range | 0 → −36/−48 st | Needs to reach rumble (<40 Hz) to feel like a stop |
| Beat Repeat Pitch Decay | 50–100 % | Per-repeat drop defines the stutter brake steepness |
Stutters and fills (Beat Repeat)
Beat Repeat on the drum bus (or the whole mix, pre-master) for the 1-bar stutter fill before the drop. Deterministic settings for fills, chance settings for performance.
- Beat Repeat: Interval 1 bar, Offset 0, Grid 1/16, Chance 100 %, Variation 0, Gate 1 bar, Mix mode Insert (dry signal muted while repeating), Pitch 0, Decay 0.
- Automate Grid over the fill bar: 1/8 for 2 beats, 1/16 for 1 beat, 1/32 for 2 eighths, 1/64 for the last 1/8. This is the classic "ramping buzz-roll" fill.
- For a "no repeat" variation set Chance 0 and automate it to 100 % only in the fill bar; the device is otherwise transparent.
- Auto Filter HP rising to 1 kHz across the fill thins the stutter so the drop's full-range kick feels massive by contrast.
- Performance: map Chance, Grid and Variation to three Push encoders; Variation set to Trigger and 1/16 grid with Chance 30 % is a usable live fill generator that never plays the same way twice.
Variations: Gate mode with Mix set to Gate for gaps instead of repeats. Pitch −12 with Pitch Decay for a sinking stutter. Chain two Beat Repeats with Grid 1/16 and 1/12 for polyrhythmic rolls.
Granular riser (Granulator III)
Any sample — a vocal, a chord stab, a field recording — turned into a cloud whose density, pitch and scan position rise together. Less "stock" than noise, more organic.
- Drop a 2–10 s sample into Granulator III. Set a scan rate so the file position travels from start to end across the riser length (or automate the file position directly).
- Automate Grain size from 40 ms (smooth) down to 6–10 ms (buzzy) — small grains add a sense of pitch-like tension. Spray from 0 to 60 % spreads the grains in time for width.
- Pitch (coarse) from 0 to +12 st; add FM amount rising from 0 to 30 % in the last bar for the metallic edge.
- HP sweep and Shimmer reverb as above. Shimmer's pitched feedback adds another ascending layer for free.
- MPE: with Push 3, pressure → Spray and slide → Pitch gives you a hand-played riser.
Variations: Reverse the whole thing after Freeze/Flatten for a granular downlifter. Drop a kick into the granulator for a rhythmic riser (grain rate synced to tempo in the device).
Spectral Time freeze swells and Hybrid Reverb Shimmer risers
Freeze a chord or a vocal into an infinite spectrum, then automate it open; or feed anything into the Shimmer algorithm with feedback rising until it spirals.
- Spectral Time in Freeze mode: play one chord, engage Freeze (automate the Freeze button at the chord's attack). Set Fade In so the freeze swells in over 1–2 s instead of jumping.
- Automate the spectral Tilt from dark to bright across the riser; this is the spectral equivalent of a lowpass sweep but keeps the frozen harmonic structure intact.
- Optionally switch Spectral Time to Delay mode with Spread and feedback for a smeared, time-stretched riser instead of a static freeze.
- Hybrid Reverb: Shimmer algorithm, pitch shift +12 st. Automate Decay toward 20 s and the shimmer feedback toward 80 %. Each pass adds another octave; by bar 4 the chord is a ladder of octaves climbing into the air band.
- Bar before the drop: kill Freeze and the reverb send. The sudden absence of the 20 s tail is the drop.
Echo feedback runaway
Push Echo's feedback past the point of stability on a snare or a stab and let the delay regenerate into a self-oscillating swell. The build that dub producers have done on a Space Echo for 50 years.
- Echo on a return. Sync, L 3/16, R 1/4 (or Ping Pong 3/16). Feedback 40 %, filter in the feedback path HP 200 Hz, LP 4 kHz so the runaway stays mid-range.
- Send one hit (snare, stab) into it, then automate Feedback from 40 % to 100 % (Echo allows above 100 % — the sweet spot is 100–110 %) over 2–4 bars. The repeats stop decaying and start growing, filtered and saturated by each pass.
- Echo's own Noise and Wobble (Character section) at 10–20 % add tape-like instability that makes the runaway sound analogue.
- Saturator and Limiter after the Echo: the saturator gives the feedback a ceiling and shapes the tone; the limiter protects the master.
- Automate the HP upward during the swell so the resulting riser thins as it grows; cut feedback to 0 on the downbeat and the tail vanishes instantly.
| Parameter | Value | Why |
|---|---|---|
| Feedback | 40 → 105 % | >100 % means growth; the filter in the loop keeps it bounded in spectrum |
| Loop filter | HP 200, LP 4 k | Each pass narrows the band; the runaway becomes tonal |
| Delay time | 3/16 or dotted 1/8 | Off-grid repeats fill the bar rhythmically |
Variations: Grain Delay with Feedback 90 % and Pitch +7 st automated upward: pitch-shifting feedback that climbs a fifth every repeat — a wash that works as a riser or as a dubby texture. See dub FX & delays.
Resample, reverse, re-process: the FX factory
The most useful FX in a track are usually made from the track itself. Resample a bar of the drop, reverse it, stretch it, filter it, and you have a riser in the song's own timbre.
- New audio track, Input: Resampling. Record 1–2 bars of the drop (or a single chord, or a vocal line).
- Reverse the clip, set Warp mode Complex Pro and stretch it to 4× its length (drag the end warp marker, or change the clip's Seg. BPM). Formants and Envelope in Complex Pro at 100 % keep the smear musical.
- Auto Filter sweep: LP opening over the first half, HP rising over the second half, so the riser starts dark, becomes full, then thins into air.
- Grain Delay: Pitch +12, Feedback 60 %, Spray 20 ms, Dry/Wet 40 % — the pitched wash doubles the riser an octave up and smears time further.
- Freeze/Flatten (or Bounce in Place 12.2) into a final clip. Keep it; this riser matches the track's key and timbre by construction.
- Looper trick: Looper on a return, record one bar of the drop, then set Looper speed to half (−12 st) and reverse — Looper's reverse and speed controls are playable live from Push. Overdub on each pass with Feedback at 80 % to build a decaying wash. See resampling workflow.
Processing chain
The typical FX bus. FX are allowed to be wide, bright and loud at the top, but the low end has to be controlled so it never fights the kick or the sub that the drop starts with.
Rack
The point of putting all three layers in one rack is that one automation lane does the riser. For the full build and macro map see the riser FX rack.
Arrangement placement
Where things go, at 140 BPM with a 16-bar build into a 32-bar drop. Risers end on the downbeat; the impact sits on the downbeat; the sub drop either leads into it or lands with it; downlifters start on the downbeat and tail out over 1–2 bars.
- 8 bars before the drop
- Noise riser starts, nearly inaudible; reverb send starts rising.
- 4 bars before
- Pitch riser enters; noise riser width opens; drums start thinning (remove kick on bars 30–31 or go to a snare roll).
- 1 bar before
- Stutter fill, reverse crash, HP on everything climbing. Last 1/16: cut all FX to silence.
- Last beat
- Sub drop begins its fall (dubstep) or waits for beat 1 (trap).
- Beat 1 of the drop
- Impact + kick + bass. Downlifter starts fading from here, HP'd so it doesn't mask the bass.
- Bar 2–4 of the drop
- Everything FX is gone. The drop breathes. Next FX event is the mid-drop switch at bar 48.
Genre variations
| Genre | Riser | Impact | Downlifter / after-drop | Notes |
|---|---|---|---|---|
| Dubstep / 140 | 8-bar noise + 4-bar pitch riser, Shifter chorus, snare roll in the last bar | Huge: kick −5 st + noise crack + sub thud, Boom 50 Hz, 1.5 s room | Sub drop on the last beat; reverse-reversed riser | Everything stops 1/16 before the drop |
| Trap / drill | Short (2–4 bars) pitched riser, hi-hat rolls do most of the build | Reversed 808 + 808 on 1, short room, often no noise crack | Sub drop on beat 1, tape stop into the switch-up | Impacts tuned to the 808 root |
| Hard / industrial techno | 16-bar filtered noise, little pitch, distortion rising (Roar drive automated) | Kick + Drum Buss Boom, no reverb or a tiny room, mono | Kick drops out instead of a downlifter; the return of the kick IS the impact | Less is more; the riser can be only a HP opening on the whole mix |
| Deep / dub techno | Echo feedback runaway on a chord stab, 4–8 bars | None, or a reverb-only hit | Grain Delay wash, Echo feedback cut to 0 on the drop | FX are part of the groove, not a separate event |
| DnB / jungle | Reverse break last bar, pitch riser 2 bars, Beat Repeat 1/32 on the break | Crash + sub thud, short | Reversed crash, Grain Delay +12 wash | At 174 BPM a 4-bar riser is only 5.5 s — use 8–16 bars |
| UKG / 2-step | Vocal reverse-reverb + 2-bar noise | Crash + organ stab | Tape stop (Beat Repeat pitched) before the switch | Keep it light; a long riser kills the swing |
| Hyperpop | Everything at once: pitch riser +36, Beat Repeat 1/64, Shifter formant up | Clipped impact (Saturator Digital Clip), huge Shimmer room | Tape stop with Beat Repeat pitch decay 100 % | Over-the-top is the brief |
| Ambient / cinematic | Spectral Time freeze swell 16+ bars, convolution reverb opening | Low impact, 3–4 s decay, Boom at 40 Hz | Spectral freeze of the impact tail held for the whole next section | No grid; transitions can be 30 s |
Common mistakes
- The riser ends late or early. Zoom in. The last audible sample of the riser should be on, or 1/16 before, the downbeat. Use clip end markers, not fades, to set this.
- Linear automation. A linear filter sweep sounds like it decelerates. Curve it exponential (drag the automation line) — or automate in semitones via a MIDI-controlled filter instead of Hz.
- No gap before the impact. Mute 1/16 to 1/8 of everything before beat 1. The contrast is the impact.
- Reverb tails across the drop. Automate sends to −inf on the downbeat, and sidechain the FX returns to the kick.
- Impact sub + kick sub on the same beat cancelling. Pick one for beat 1.
- Risers too loud too early. The first half of an 8-bar riser should be almost inaudible; if you can hear where it starts, the arc is wrong.
- Stock riser samples in the wrong key. Tonal risers must resolve into the drop's root. Re-pitch samples with Simpler or use synthesised risers.
- Feedback tricks without a limiter. Echo > 100 %, Shimmer > 85 %, Grain Delay 95 %: all need a Limiter in the chain before they reach the master.
- FX in stereo below 150 Hz. Utility mono below 120 Hz on the FX bus; the sub drop is mono, full stop.
Related
- Riser FX rack — the full rack with macro map and Push notes
- Dub FX & delays — Echo and Grain Delay feedback in depth
- Kick and Sub bass — what the impact and sub drop have to coexist with
- Glitch / IDM sounds — Beat Repeat and Redux beyond the fill bar
- Resampling workflow and Routing & resampling
- Reverb & space and Spectral processing
- Automation & modulation — curves, clip vs. arrangement automation
- Dubstep, Trap, Hard techno — genre pages with build structures
- BPM to ms — riser lengths at your tempo