Hi-Hats & Percussion
Metallic FM hats in Operator, noise hats in Wavetable, sampled hats in Drum Sampler and Impulse, choke groups, Live 12 velocity and chance humanization, tuned percussion with Corpus and Collision, trap rolls, techno 16th grooves and stereo tricks.
Hats and percussion are the top of the drum spectrum and most of its rhythm. A closed hat is a 20–80 ms burst of inharmonic energy centred at 6–12 kHz with almost nothing under 2 kHz; an open hat is the same burst with a 200–600 ms tail; shakers are filtered noise with a soft attack; tuned percussion (rims, congas, woodblocks, bells) is a short resonant body between 300 Hz and 3 kHz. What matters is not the timbre so much as the envelope and the pattern: the ear reads hats as groove, not as tone, so dynamics, swing, chokes and stereo placement do more than any oscillator choice. The recipes cover the four ways to get a hat in Live (FM metal, filtered noise, samples, physical models), then the pattern and humanization tools in Live 12 that make them move. Assume 130 BPM techno for grooves and 140 BPM half-time for trap unless noted.
Anatomy
- Envelope is the instrument. Closed hat: 0 ms attack, 30–80 ms decay. Open: 0 ms attack, 200–800 ms decay. Pedal/half-open: 100–150 ms. Shaker: 5–20 ms attack, 60–120 ms decay (the attack is what makes it a shaker and not a hat).
- Inharmonic spectrum. A real cymbal is a plate: its partials are not integer multiples, which is why FM with non-integer ratios or plain noise both work and a sawtooth never does.
- High-pass everything. Nothing below 300 Hz should come out of a hat channel; below 150 Hz nothing should come out of any percussion that is not a kick or tom.
- Choke. Closed cuts open. Without it, the open hat tail smears across the next closed hit and the groove goes soft.
- Dynamics and placement. A hat line at a constant velocity is the loudest giveaway of a programmed beat. Velocity, probability, swing and small stereo offsets fix it.
Recipes
Operator FM metallic hat (inharmonic ratios)
The classic synthesized hat: a sine FM-modulated by a sine at a non-integer ratio, so the sidebands land on inharmonic partials and the result rings like metal. Change the decay and it is closed, open, or a ride.
- Load Operator. Pick the fully serial algorithm (D→C→B→A, the leftmost). Turn D off.
- Osc A: Sine, Coarse 1, Fine 0, level 0 dB. Osc B: Sine, Coarse 1, Fine 410 (so the ratio is roughly 1.41, an irrational-feeling ratio that avoids harmonic alignment). Osc C: Sine, Coarse 3, Fine 270 (≈3.27). Non-integer ratios are the whole trick: integer ratios give a bell, fractional ratios give a cymbal.
- Levels: B around −10 dB, C around −14 dB. More modulator level = more sidebands = brighter and noisier. Play a high note, C6–G6; FM at high carrier frequencies throws partials above 10 kHz quickly.
- Amp envelope on A: Attack 0, Decay 60 ms, Sustain −inf, Release 60 ms for a closed hat. Open hat: Decay 400 ms, Release 400 ms. Give B and C slightly shorter envelopes (decay 40 ms) so the spectrum collapses as the hit dies, like a real cymbal going from splash to ring.
- Operator Filter: high-pass 12 dB at 600 Hz. Spread 0 (keep mono inside the synth; widen later with Utility).
- Add Operator’s Noise waveform on Osc D at −18 dB mixed in parallel (switch to an algorithm where D is a carrier) if you want more "air"; the FM metal plus a sliver of noise is the full 808-cymbal texture.
- EQ Eight after: 24 dB/oct high-pass at 400 Hz, high shelf +2 dB at 10 kHz. Saturator Soft Sine 2–4 dB to tame the FM peaks.
| Parameter | Value | Why |
|---|---|---|
| Osc B ratio | 1.41, 1.73, 2.76 | Fractional = inharmonic sidebands = metallic |
| Osc B/C level | −18 → −6 dB | FM depth; darker to splashier |
| Carrier note | C6–C7 | Pushes partials into the hat range |
| Osc A decay | 40–80 ms closed / 300–800 ms open | Closed vs open is only this number |
Variations: Osc A Square instead of Sine for a 606-style trashier hat; pitch envelope −12 st with a 10 ms decay for a tiny "tick" on the attack; Operator LFO (Sine, 30 Hz, to pitch of B) for a ring-mod shimmer on a ride.
Wavetable noise and formant hats
Softer and more "sampled-feeling" than FM: a Noise-category wavetable through the MS2 filter, with Env 2 sweeping cutoff so the hit opens bright and closes dark. Formant tables add a vowel-like "tss" that reads as a brushed or vinyl hat.
- Load Wavetable. Osc 1: category Noise, scan the tables; each one is a different noise colour. Wave Position changes the colour, so map Env 2 or velocity to Position for hits that differ.
- Osc 2: category Formant, level −12 dB, pitch +12 st. Keep it low; it is the "spit" on the front of the hat.
- Filter 1: OSR high-pass (the OSR model has a slightly aggressive resonance that suits hats), cutoff 3 kHz, resonance 20%. Filter 2: MS2 low-pass at 14 kHz to take the digital fizz off.
- Env 1 (amp): A 0, D 50 ms, S 0, R 50 ms. Env 2: A 0, D 30 ms, S 0; matrix Env 2 → Filter 1 cutoff −40% (starts open, closes), Env 2 → Osc 2 level +30%.
- Velocity → Env 1 decay +20%, Velocity → Filter 1 cutoff +15%. Harder hits are longer and brighter, which is what a real stick does.
- Unison: Noise mode, 2 voices, 30% amount, for a slightly wider, hissier hat; or keep it off and widen with Utility.
Variations: Shaker: Env 1 attack 12 ms, decay 90 ms, filter band-pass-ish by combining HP 4 kHz and LP 9 kHz, LFO to cutoff at 1/16 for the back-and-forth motion. Ride: decay 900 ms, add Osc 2 as a Harmonics table at a high pitch for the ping.
Drum Sampler (12.1) and Impulse hats: pitch, decay, filter, Noise and Ring
For sampled hats, Drum Sampler is faster than Simpler: Pitch, Decay, a filter, a per-hit envelope, and built-in effects including Noise (adds air to a dull sample) and Ring (metallises a soft one). Drop a sample on a pad and the whole hat is five knobs.
- Drum Rack. Load a closed hat sample into Drum Sampler on one pad, open hat on the pad above. Set both pads to Choke group 1.
- Closed: Decay 50–90 ms so the sample tail never overlaps the next 1/16 at 130 BPM (1/16 = 115 ms). Pitch ±3 st to tune the ring to the track; a hat has a pitch, usually a weak one around 8–10 kHz, and shifting it a few semitones changes how it sits against the kick’s click.
- Filter: high-pass 300–500 Hz. Use the device envelope (attack 0, decay as above) rather than cutting the sample.
- Noise: 5–15% on a dull sample fills in the top. Ring at a high frequency with low mix turns a lifeless hat into something metallic; sweep the Ring frequency until it stops sounding like a telephone.
- Velocity → volume full, velocity → Decay a little, so soft hits are also shorter.
- Add a second closed-hat pad with a different sample on the same Receive note, 6 dB lower, Pitch −4 st, for a stacked hat with more body. Same choke group.
Impulse alternative: eight slots, built-in decay and random
Impulse is old but still the quickest percussion kit in Live: eight sample slots, each with pitch, decay, filter, saturation (Drive), pan, and per-slot Random pitch and velocity-to-anything. For minimal percussion that has to vary subtly across 8 bars, Impulse’s Random knobs do the humanization inside the instrument.
- Load Impulse; drop samples into the 8 slots (C3 upward). Per slot: Start, Transpose, Stretch, Decay, filter type and frequency, Saturator Drive, Pan, Volume.
- Closed hat slot: Decay short (set the mode to Trigger so decay is fixed length, not gated by the note). Open hat slot: longer decay; enable the link so the closed slot chokes the open (Impulse has a choke between the two hat slots, the Link control on the open hat).
- Random: per slot, the Random amount adds pitch randomness; the Velocity amount scales pitch, decay, filter or volume by velocity. On shakers set Random pitch 5–10% and Velocity → filter so every hit is slightly different.
- Time stretch (Stretch mode): a 10–20% stretch on a hat gives a grainy "washed" texture without extra devices.
- Impulse outputs can be split per slot to separate tracks in the mixer (the device has 8 individual outputs available through routing), so a kit can be mixed as a kit and still processed per element.
Sampled vs synthesized: hybrid stacking in a Drum Rack
Samples have realism and variation; synthesized hats have precise tuning and decay. Most produced hats are both: a sampled transient over an FM or noise body, stacked on one pad and choked together. The rules that make this work are phase (both layers aligned at 0) and spectral division (sample handles 8 kHz up, synth handles 2–8 kHz, or vice versa).
- Two (or three) pads receiving the same note, or an Instrument Rack on one pad with parallel chains. Set the whole thing to one choke group.
- Sample layer: Simpler One-Shot, trimmed to the first 30–60 ms, Fade Out 10 ms, high-pass 5–7 kHz. This is the "stick".
- Synth layer: the Operator FM hat, band-limited 2–7 kHz with EQ Eight. This is the ring and the tunable part.
- Check polarity by soloing the pad and flipping Utility phase on one layer; keep whichever sums louder at the attack.
- Velocity zones: in the rack’s chain selector, put a long noise layer on velocity 100–127 only. Hard hits become open hats automatically; soft hits stay closed.
- Glue Compressor on the pad output, 4:1, fast attack, 50 ms release, 2–3 dB GR, so the layers read as one hit.
Open/closed choke groups and the pedal hat
Choke is non-negotiable for any hat line with open hits. In Drum Rack, pads in the same Choke group (1–16) cut each other: the closed hat stops the open hat’s tail, which is what a real hi-hat pedal does. The pedal/half-open hat, a third pad with a 120 ms decay, is the thing missing from most programmed grooves.
- In Drum Rack, show the pad’s I/O section (the small I-O button) and set Choke to 1 on closed, open and pedal hats. Any pad in group 1 cuts all others when it triggers.
- Program open hats on the off-beats (the "and") and closed hats on the following downbeat; the closed hit now chops the open tail exactly on the beat. The length of the open hat is now defined by the next closed hit, not by its decay, so set its decay long (500 ms+).
- Add the pedal hat: same sample as the open, Decay 110–150 ms, −3 to −5 dB, played where a drummer would step on the pedal (often the beat after an open hat, or on 2 and 4 in a shuffle).
- For a different cut character, use Drum Sampler’s release instead of an instant choke: a 20 ms release on the open hat avoids a click at the cut point.
Humanization in Live 12: Velocity, Chance, Velocity Shaper, swing and the Groove Pool
Live 12’s clip editor has per-note Velocity, Velocity Deviation and Chance lanes; the Velocity Shaper transformation draws velocity curves over a selection; the Velocity MIDI effect adds random velocity and a compression-style curve in real time. Between them a static 1/16 hat line becomes a played one in about a minute.
- Draw a 1/16 hat line. In the clip’s lane selector (under the note editor) open the Velocity lane: downbeats 110, off-beats (the "and") 85, the 1/16s between 60–70. Quarter-note accents louder than the 8ths, 8ths louder than the 16ths: that is the hierarchy drummers use.
- Open the Velocity Deviation lane (the velocity range lane): set a ±10 range on the 16ths. Each playback picks a random velocity within that range; the note has a drag handle for the range. Keep accents tight (±3), weak notes loose (±15).
- Open the Chance lane: set the 16ths between the 8ths to 70–85% probability, ghost notes to 40–50%. Accents stay at 100%. Every loop pass is now different, within rules.
- Alternatively, select the notes and open the MIDI Transformation tool Velocity Shaper: choose a shape (ramp, triangle, random), set the velocity range, and apply; use it on the 16ths only to create a rising feel into each bar.
- For realtime variation without editing clips, the Velocity MIDI effect: Random 10–20 adds per-note jitter; Drive compresses or expands the curve; Out Hi/Lo clamps the result so nothing goes silent. Put it before the Drum Rack.
- Map velocity to something besides volume: in Drum Sampler or Simpler, velocity → Decay +25% and velocity → filter cutoff +15%. Louder = longer and brighter, which is how the ear decides a hit was "harder" rather than just "turned up".
Swing and the Groove Pool: settings per genre
Hats carry the swing. Live’s Groove Pool applies a timing and velocity template to a clip non-destructively, with Base (the grid the groove applies to), Quantize, Timing, Random and Velocity amounts. The MPC groove files are the reference; the numbers below are where to start per genre, applied to the hat and percussion clips, with the kick left straight.
| Genre | Groove / base | Timing | Random | Why |
|---|---|---|---|---|
| Techno | MPC 16 Swing-55 to 58, base 1/16 | 50–70% | 3–6% | Light swing on the 16ths, kick straight |
| House / tech house | MPC 16 Swing-60 to 63 | 70–100% | 0–5% | The classic shuffle; hats and shakers only |
| UK garage | MPC 16 Swing-66 to 70 | 80–100% | 5–10% | Hard swing, snare/hat pushed late |
| Hip hop / boom bap | MPC 8 Swing-58 to 62 + 16 swing | 60–90% | 10–15% | Lazy; add Velocity amount 30% for dynamics |
| Trap / drill | none or MPC 16 Swing-52 | 0–30% | 2% | Rolls need the grid; drill hats often slightly late |
| Lofi hip hop | MPC 16 Swing-62 + Random 15% | 80% | 15–25% | Sloppy on purpose |
| DnB / jungle | straight or Swing-54 on the 1/16 hats | 30–50% | 3% | Swing lives in the break, not the hats |
- Open the Groove Pool (the wave button at the bottom of the browser). Drag a groove from Core Library → Grooves onto the hat clip, or into the pool and select it in the clip’s Groove chooser.
- Set Base to the smallest subdivision in the clip (1/16 for 16th hats). Timing is the swing amount, Random is per-note jitter, Velocity applies the groove’s dynamics.
- Global Amount in the pool scales all grooves at once; automate it for a build that straightens out or loosens up.
- Commit (the Commit button on the clip) when you need to see the actual note positions, e.g. before applying a MIDI transformation like Recombine.
- For deliberate offsets rather than swing, the Time Warp transformation stretches or shifts a selection; use it to push the whole hat line 5–10 ms late behind a straight kick for a laid-back feel without a groove file.
Tuned percussion with Corpus and Resonators
Any click, noise burst or rim through Corpus becomes a tuned body: Corpus is the resonator half of Collision as an audio effect, with Beam, Marimba, String, Membrane, Plate, Pipe and Tube models and MIDI-controlled tuning. Resonators is the simpler five-resonator comb bank, great for the "pitched blip" percussion in minimal techno.
- Source: a short click (Operator sine, 5 ms decay), a rim shot, a woodblock, even a snippet of noise. The source only excites; the tone comes from Corpus.
- Corpus after it. Resonator type Marimba for wooden tones, Beam for bell/metal, Membrane for conga/bongo skins, Tube or Pipe for hollow blown tones, Plate for gongs.
- Decay 50–200 ms for percussion; Material controls the damping of high partials (low = bright and ringing, high = dull wood). Brightness and Inharmonics shape the partial series: raise Inharmonics for a more bell-like clang.
- Tuning: enable the MIDI Frequency mode and route a MIDI track (or the same clip) to Corpus’s sidechain MIDI input so the resonator tracks a melody. Set Transpose and Fine so the notes land in key. Without MIDI, set Frequency manually to a note (see note-to-Hz).
- Off-Decay: how fast the tone dies when the MIDI note releases; short values give a muted mallet, longer gives a let-ring.
- Dry/Wet 100% for a fully synthesized tone, 40–60% to keep the source’s click.
- Resonators alternative: Mode A at the root note, B–E on intervals (e.g. +7, +12, +19, +24), Decay 40%, Width 100%, Const. Resonators’ Pitch input also tracks MIDI if you use its note mode. Short decays give the classic minimal "ping" percussion.
Variations: Corpus on a return with the whole percussion bus sent to it at −12 dB gives every hit a tuned shadow; automate Corpus Frequency per section so the shadow follows the chord. For afro house log drums, see afro house / amapiano.
Collision for mallet and skin percussion
Collision is the full physical model: a Mallet or Noise exciter into two resonators that can run in series or parallel. Congas, bongos, woodblocks, cowbells, tablas and marimba-ish tones are all in reach with a few settings, and they respond to velocity and pitch like instruments, not samples.
- Load Collision. Exciter: Mallet, Volume full, Stiffness 50–70% (hard stick), Noise amount 10–20% (the stick contact), Color 40%. Velocity → Volume on the mallet so dynamics change the hit, and a little velocity → Stiffness so hard hits are brighter.
- Resonator 1: Membrane for congas and bongos, decay 150–400 ms, Material 30%, Hit position around 20% (near the edge gives more overtones, centre gives a thud). Tune via the Tune/Fine controls and play notes.
- Resonator 2: Tube or Pipe in parallel at −8 dB, decay 80 ms, to add the body of the shell. For a woodblock, use Beam on both at short decays (30–60 ms) with high Material. For a cowbell, Plate resonator with Inharmonics high, decay 200 ms, two slightly detuned notes.
- Pitch envelope on the resonator for a tabla-style "bend": Collision’s envelope section can modulate pitch; a +3 st drop over 60 ms gives the slap-and-bend.
- LFO to resonator Decay or Material at a slow rate for variation across a loop.
- Drum Buss after, light Transients to restore the stick, light Drive for warmth.
Sizzle and stereo: Erosion, Utility width, Auto Pan-Tremolo (12.3)
Two things EQ cannot do: add new high-frequency content, and place hits in the stereo field rhythmically. Erosion does the first; Utility and Auto Pan-Tremolo do the second.
Erosion modulates the signal with noise or a sine at a chosen frequency, producing a fizzy, "digital-dirty" halo. On a hat bus a touch of Erosion in Noise mode around 6–9 kHz adds sizzle that EQ cannot, because it adds new, inharmonic content rather than boosting what is there.
- Erosion on the hat group. Mode Noise. Frequency 6–9 kHz, Width (bandwidth of the noise) 50–80%, Amount 10–25%. More Amount quickly becomes harsh; the sweet spot is "barely hear it, miss it when bypassed".
- Mode Sine at a low Amount instead gives a ring-mod-like pitched edge; useful for an electro hat but tune the frequency so the sidebands do not clash with the kick’s click.
- Wide mode spreads the noise modulation between the channels, which gives a small stereo widening for free.
- Follow with EQ Eight: a gentle −2 dB at 3 kHz keeps the new content from getting harsh, low-pass at 16 kHz.
Trap hi-hat rolls: 1/32s, triplets and pitch rolls
Trap hats are 1/8s with bursts of 1/16, 1/32 and triplet (1/12, 1/24) rolls, usually with a velocity ramp and often a pitch ramp over the roll. At 140 BPM half-time (effectively 70), 1/32 notes are 54 ms, so the hat decay must be 40 ms or shorter or the roll turns into a buzz. The roll is programmed, not played; Arpeggiator and Note Length can generate it live.
- Drum Sampler closed hat: Decay 30–40 ms, high-pass 500–700 Hz, Pitch 0. Trap hats are tight and fairly dark on top: not much above 12 kHz.
- Base pattern: 1/8 notes at velocity 100. Bar 2 beat 4: a 1/32 roll (8 hits) with velocity ramping 50 → 115. Bar 4 beat 3–4: 1/12 triplets (set the grid to 1/8T or 1/16T with Cmd+3 / Cmd+2 for the triplet grid toggle) for the three-against-two feel.
- Pitch roll: put a Pitch MIDI effect before the rack and automate Pitch from 0 to +5 or +7 st across the roll, or use Drum Sampler’s Pitch automated in the clip envelope. Alternative: duplicate the hat pad at +4 and +8 st and program the roll across the three pads.
- Velocity Shaper on the roll notes with an upward ramp is the fastest way to draw the crescendo. Set the last hit of the roll to 127 and the first to 40.
- Live generation: Arpeggiator (Rate 1/32, Gate 50%, Steps up with Distance +1 st) on a held note produces a pitch-rising roll; map the Rate to a Push knob and switch 1/16 → 1/32 → 1/64 live. Note Length after the arp to clamp note lengths to 30 ms if your sample is long.
- Keep rolls mostly mono and narrow (Utility width 20–40%); the open hat and the clap take the width in trap.
See trap, drill and the trap deconstruction.
Techno 16th hats: sidechain groove and the off-beat open
The techno hat line is constant 1/16s, but it does not sound constant: it ducks under the kick and swells into the off-beat, which gives the "pumping" 16th feel even when every note is the same velocity. Add an open hat on the off-beats and a filtered top loop and that is the whole top end of a techno record.
- Closed hat on every 1/16, velocity 90 on 1/8s and 70 in between. Open hat on every off-beat 1/8 (the "and"), choked by the next closed. At 130 BPM the open hat length ends up 230 ms minus a 1/16, so about 115 ms of audible tail.
- Compressor on the hat group with sidechain from the kick (or from a silent "ghost kick" track with a 1/4 pulse, so the pump stays when the kick drops out). Ratio 4:1, Attack 1 ms, Release 80–120 ms so it recovers by the next 1/16; 3–5 dB GR. The hats dip at the kick and rise into the off-beat.
- Auto Filter (12.2 redesign) high-pass 24 dB at 350 Hz, LFO sine at 1/4 synced, depth around 10% of the cutoff range, phase set so the filter is most open on the off-beat. Small, but it makes the 16ths breathe.
- Groove: Live’s Groove Pool, MPC 16 Swing-57 or Swing 16-58 at 50–70% amount on the hat clip (not on the kick). Timing goes late on the 16ths between the 8ths, which is the swing that drives a techno groove; the Random slider in the Groove Pool adds ±timing jitter.
- Saturator Analog Clip 2–4 dB on the bus to glue, Utility width 70–90% (the techno hat is wide; the kick is mono).
See sidechain ducking and deep techno.
Stereo placement: Utility width, Auto Pan-Tremolo (12.3), alternating pads
Hats are where the stereo image of a drum kit happens. Three techniques: width per element (Utility), rhythmic panning and tremolo (Auto Pan-Tremolo), and static per-pad placement that mirrors a drum kit (hat slightly left, ride right, shaker opposite the hat).
- Per pad: closed hat Pan 10–15% left, ride 20% right, shaker 25% right, tambourine 30% left. Small, fixed offsets; the kit should feel like a kit, not a swarm.
- Utility on the hat bus: Width 80–120% for the overall spread (Width above 100% boosts the side signal; check mono compatibility). Enable Bass Mono at 150–200 Hz as insurance so any low percussion stays centred.
- Auto Pan-Tremolo (12.3): mode Pan, rate synced 1/8 or 1/16, amount 15–30%, shape Sine or Triangle. Set the phase so hits alternate left/right: a 1/16 line becomes a ping-pong. In Tremolo mode at 1/16 with 30% amount it adds a rhythmic volume ripple to a constant shaker. Use the Offset control to shift the LFO against the grid so the movement sits between the hats rather than on them.
- Alternative for mono-safe width: a Simple Delay 8–15 ms on one side only (Utility width 0 before it, then Delay on a return panned opposite) for a Haas spread; keep it under 15 ms to avoid audible doubling.
- Open hats and rides get more width than closed hats; closed hats near-centre keep the groove tight.
See mid/side and stereo.
Filtered-noise shakers and shuffles
A shaker is noise with a soft attack and a band-pass around 5–9 kHz; the rhythm is a 1/16 "cha-ka" pattern with alternating accents. Analog’s noise generator with its own envelope is the quickest; an LFO on the filter gives the back-and-forth motion of a real shaker.
- Analog: both oscillators off, Noise on, level 0 dB. Noise Color to taste (brighter for a cabasa, darker for a maraca).
- Filter 1: high-pass or band-pass at 5 kHz with resonance 20%. Amp 1 envelope: A 10–20 ms, D 80–120 ms, S 0, R 50 ms. The attack is the defining parameter; a 0 ms attack is a hat, a 15 ms attack is a shaker, a 40 ms attack is a brush.
- Velocity → amp and velocity → filter cutoff, so the accents are brighter. Program 1/16s alternating 100/60/80/60 for the forward/back motion.
- Auto Filter after: band-pass at 6 kHz, Q 2, LFO triangle 1/8 synced at 20% depth, so the forward shake is brighter than the back shake.
- Tambourine variant: Operator with Osc A Noise plus Osc B sine at a 5.3 ratio FM, short decay, with Erosion Sine at 4 kHz for the jingles.
Foley percussion: record, resample, slice
Keys, a lighter, a zip, a pen on a desk, a kitchen drawer: recorded with a phone or an SM57, trimmed and high-passed, these are the percussion sounds that make a track feel like yours. The workflow is record → clean → slice to a Drum Rack → treat each pad like a synth hit (decay, pitch, filter) → resample the processed kit.
- Record 30–60 s of hitting, scraping and tapping objects. Keep the mic close; the room is added later. Drop the file on an audio track, Warp off.
- Gate (threshold so only the hits pass, 5 ms attack, 40 ms release) and EQ Eight HP 200 Hz to remove handling rumble.
- Load the clip into Simpler, mode Slice, Slice by Transient, sensitivity until each hit is a slice. Right-click → Slice to New Drum Rack (or use the Slice to Drum Rack command) and you have a kit of your hits on pads.
- Per pad, swap to Drum Sampler if you want the built-in Decay, Pitch and Noise (drag the sample onto a fresh pad) or keep Simpler and set a fade-out. Pitch hits ±12 st to find where each one reads as a snare, a hat, a rim. Most found sounds want to be pitched down for body or up for tick.
- Drum Buss on the rack: Transients +25% to put a front on soft hits, Crunch 10%, Damp 8 kHz to take the phone-mic harshness off.
- Program a groove, then resample the rack output (set an audio track’s input to Resampling) and slice again; the second generation, with the bus processing baked in, is usually the one that sticks.
- Granulator III on a longer foley recording (a drawer sliding) with Grain Size 20 ms, Spray 30%, triggered by MIDI, makes a stuttering textured percussion that sits between hat and FX.
Processing chain
Order matters: high-pass before the compressor so the sidechain is not reacting to low junk; Erosion before the saturator so the saturator rounds off the noise it adds; width last. Hats rarely need a reverb insert; a short plate on a return at −18 dB (pre-delay 10 ms, decay 0.6 s, high-passed at 2 kHz) shared with the snare is enough. On a sparse mix a Hybrid Reverb Quartz at 8% wet on the open hat only gives it a place without wetting the closed hats.
Rack
Build the bus effects (Compressor with sidechain, Erosion, Saturator, Utility) on the Drum Rack’s master chain so they apply to every pad, and keep the per-pad devices to the instrument plus one EQ. Macro randomization on Tone and Decay with a narrow range gives instant variations for a new track. See drum bus rack and racks and macros.
Genre variations
| Genre | Hat source | Decay / pattern | Processing | Width / swing |
|---|---|---|---|---|
| Deep techno | FM Operator or 909 sample | Closed 50 ms, 1/16s, open on off-beats | Sidechain to kick, Erosion, tape-ish saturation | Wide 90%, swing 55–58 |
| Industrial / hard techno | Noise + FM stacked, distorted | Short, often 1/8 only, open hat loud | Roar or Saturator hard, Redux, EQ cut 3 kHz | Narrow-ish, no swing, Random timing 5% |
| House / deep house | 909/707 samples, Wavetable noise | Open hat on every off-beat, 1/16 shaker | Light Glue, plate on open hat | Medium, swing 60–63 |
| Tech house | Sampled + ride | Busy 1/16 with ghost 1/32s, percussion loops | Transient shaping, parallel compression | Wide, swing 58–62 |
| UK garage | Sampled, shuffled, pitched | 2-step: hats off the grid, skipping 1/16s | Pitch per hit ±3 st, Glue | Medium, swing 66–70 |
| Trap / drill | Tight sampled CH, dark OH | 1/8 base, 1/32 and triplet rolls, pitch ramps | HP 600 Hz, little reverb, Redux on phonk | Narrow CH, wide OH, straight |
| DnB / jungle | Break hats + synthesized top | 1/16 at 174 BPM, ride on the 1/8 | Transient design, EQ cut 4 kHz, parallel | Medium, straight |
| Lofi hip hop | Vinyl-sampled, foley | Lazy 1/8 with 1/16 ghosts | Vinyl Distortion, LP 9 kHz, Redux 12-bit | Mono-ish, swing 62, random 20% |
| IDM / glitch | Foley, Granulator III, Corpus | Irregular, Euclidean and Recombine | Beat Repeat, Grain Delay, Shifter | Extreme panning, Auto Pan-Tremolo 1/32 |
| Afro house / amapiano | Collision membranes, Corpus log drum, shakers | Syncopated 1/16 shakers, tuned perc melodies | Hybrid Reverb short, light saturation | Wide perc, swing 56–60 |
Common mistakes
- No choke group. Open hats smearing across the closed hats is the fastest way to kill a groove. Group them.
- Constant velocity. Add the accent hierarchy first (quarter > eighth > sixteenth), then Deviation and Chance. Humanization is dynamics before timing.
- Hats fighting the kick click. Both live at 3–6 kHz; cut one. Usually a −2 to −3 dB bell on the hats around 3–4 kHz, then sidechain.
- Too much top. A +6 dB shelf at 10 kHz on hats sounds exciting for 10 seconds and then hurts. Air comes from Erosion or a brighter sample, not from a shelf.
- Width before mono check. Utility width 150% on hats cancels in mono (clubs). Keep under 120% and check with Utility’s mono switch on the master.
- Decay longer than the subdivision. At 130 BPM a 1/16 is 115 ms; a closed hat decaying over 150 ms turns a 16th line into a wash. Decay must be shorter than the note spacing.
- Swinging the kick. Grooves go on hats and percussion; the kick stays on the grid in almost every club genre.
- Reverb on closed hats. Keep it on the open hat or a send with a high-pass at 2 kHz; wet closed hats push the kit backwards.
Related
- Kick and snare and clap: the rest of the kit.
- Keys and mallets for melodic Collision and Electric.
- Textures, foley and noise and glitch / IDM sounds.
- Operator, Wavetable, Simpler, Sampler and drum devices, MIDI tools.
- Sidechain ducking, transient design, mid/side and stereo, automation and modulation.
- Drum bus rack, performance rack.
- Deep techno, tech house, trap, UK garage, lofi hip hop.
- BPM to ms (decay vs subdivision) and genre tempo map.