I posted this a few days ago, and am wondering if the list was down or something.  If 
this is the second time you're gettin' it, don't go complaining, you little wanker- 
it's just one friggin' email to delete, and your mailbox is probably already full of 
porn spam from all those "picture post" sites you've been visiting. ;)


------------------------------------------------



DISCLAIMER:  The following article tackles DnB from a dancefloor perspective.  The 
internet has spawned a strange culture of producers who have never SEEN a dancefloor 
yet struggle to make their tracks sound like the latest Digital release (which is 
designed for a DJ to use to get people all hot and sweaty).  If your making tracks 
only for other producers to download on MP3 or for kids to listen to in their 
bedrooms, you have the freedom to do whatever the hell you want. Take it already.    

Also, none of the following is meant to be dogmatic in any way; DnB is always evolving 
and nothing is set in stone.  Notice I made up terms for the different parts of a 
track and the different sonic elements; youre not obligated to use these in your 
everyday speech.  Take a chill pill if you need one...

HOW TO MAKE A DRUM N BASS TRACK

By Demon Seed

This article doesnt deal with the specifics of how to make bass sounds, program 
breaks, or purchasing/using gear.  There are already a million other sources for that 
stuff on the web.  This is for those cats who can program a phat break, know how to 
work their synth, but when it comes time to lay down 6 minutes of funk, they get stuck.

THE THREE FUNCTIONS OF PRODUCTION

Producing a track involves three basic functions.  Put your heart and soul into every 
part, focusing your energies on each, so that when put together, the final product is 
absolutely mindblowing.  Well actually you don't have to work THAT hard- as long as 
you know the rule of Where The Work Goes..  

The Rule Of Where The Work Goes

In DnB production, originality and innovation is a prime concern.  However, the law of 
"Where The Work Goes" lets you chill out a bit and enjoy using those things that we 
already know and love.  The law is as follows: Its OK to occasionally use a "standard 
" element ( a sine wave for a bass, a basic two step or amen break, etc), as long as 
you do something really dope elsewhere to pick up the slack.  For example, there are 
still people making smooth "intelligent" style tracks using  the "think"  break.  They 
can get away with it , too.  Why?  Well, if you just spent 10+ hours crafting a 
georgeous symphony of pads and fx, you can use "funky drummer" for all I care.  

That said, lets check out the different functions that go into producing a track.  A 
good way to work is to handle each task one by one, in order.  This is just a 
guideline, of course- even then you'll still find yourself jumping back and forth a 
bit from job to job as your work progresses and you go back and change things.  

FUNCTION ONE: SOUND DESIGN/SAMPLING

Here's where you make or find some kick-ass sounds.  Check out other sources for how 
to make your soft synth go baaaarooom  or how to compress your drums for punchiness.  
Some things to remember though:

Drums:  Make sure your kit "works" together, that the different sounds complement each 
other.
Bass:  Best to create a new one in your synth or softsynth than to sample one off your 
favorite T-bee record.  DnB heads dig those oh-so-fresh-and-new bass sounds...
FX:  Get alot of these, you'll need them.  Bleeps, noises, wierd swooshes, whatever.  
Don't sweat them too much- if it sounds cool, grab it. These arent meant to be the 
focus of your track (keep reading).

Sound design is the cornerstone of great DnB. The more you can learn about how to 
manipulate sound- how to make interesting bass noises, how to get that kick to "punch" 
just right, how to create twisted sound FX, the better.  The best producers (DnB or 
otherwise) are obsessive creators, manipulators, and collectors of sound- they spend 
hours twisting the shit out of their synths to create new patches, they hunt used 
record bins for that old Prince album just to sample the dope snare on it. Do the same.

FUNCTION TWO: WRITING/PROGRAMMING 

Again, check out other sources (like Spinwarp) for how to do this well.  Here's where 
you build your basic hooks and phrases, using the pieces you found or made during 
sound design/sampling.
 
Some thoughts:

1.  The search for new and creative programming (like new break patterns) may take you 
into wierd territory.   Dont make that shit too tweaky unless you want your stuff to 
be listened to primarily in the dorms of nerdy college students (yes, Plug rocks).  
2.  As always, the best way to learn is to LISTEN.  Jock that break pattern off your 
favorite track, using different drums.  Copy that bassline off the anthem of the 
moment,  using a different bass sound and moving the notes around a bit to make it new 
and unrecognizable.  From the old comes the new.

Now as you start programming, keep in mind not all the elements of your track are 
created equal.  Each of your ideas will fall into a different category based on what 
role it's meant to play:

HOOKS: These are your main ideas- the heart of your track.  Breaks, basslines, synth 
lines, percussion patterns, all that dope shit.  Again, originality is generally the 
key, but keeping in mind "Where The Work Goes", feel free to lets say, have your 
bassline be really simple if you found or synthesized a hot new bass sound that noones 
ever used before.

PHRASES:  These are minor hooks that "play off" of your main hooks, providing 
countermelody and all that other musical mumbo-jumbo.  Examples would be a little 2 
note-bassline that plays at the end of every 8 bars of your main bassline , a little 
synth or piano tinkle that appears here and there, whatever.  Things like drum fills 
(like maybe a 1 bar amen that comes in and out) might fit the bill too.

FX:  These are "ambient" (meaning background) sounds- they add atmosphere, flavor, and 
mood, but they are not the focus of your track. They are there to break the monotony, 
giving the dancers some stimulation for the brain while the bassline and beat shakes 
their asses. You dont have to write patterns or lines for all of these.  As a matter 
of fact, during arrangement you'll make special effort not to make their pattern too 
repetitious or noticable,  otherwise it falls into the category of a hook.  

CHANGE-UPS:  These are your secret weapons to keep your track rolling- these aren't 
sounds, just ideas for cool stuff you can do to the samples and loops you're already 
using. Dropping a kick drum out for a beat, drum shuffling, filtering your bassline in 
and out (or your break), doing a sudden flange or other effect on a sample or break, 
whatever.  Generally it's it's a good idea to wait until after youv'e already arranged 
your track to worry about these (do what ya like though). 

These categories are FAR from rigid.  For example, an FX played reguarly enough 
becomes a hook of sorts.  If you put a droning bass note after every 16 bars of your 
main bassline, is that a phrase or an FX?  Isnt it really just part of a long, 16-bar 
loop?  Who knows and who cares.  The point of all this isn't to obsessively label all 
your ideas.  Its just about understanding that not every element in your track is 
meant to play a starring role.  Try to give every element top billing and youll end up 
making something that sounds like a '92 rave anthem (yes, Acen rules).

FUNCTION THREE:  ARRANGEMENT.

Now it's time to fire up your sequencer.  Here's where you put everything together, 
giving each element in it's proper place loopwise.  Your hooks are just that -HOOKS- 
mean to be noticed and remembered, so they are heard (looped) the most.  Your phrases 
play off the main hooks and accentuate them, but generally take a back seat and so 
repeat much less.  Your FX are there to add atmosphere- you don't need to make a 
recognizable pattern or put much logic or reasoning into their arrangement- just 
put-em in prime spots where they sound cool. (you dont even need to repeat all of 
them).  

A good way to work is to build a  "skeleton" arrangement with your hooks and phrases, 
getting down the basic structure.  After that you can go in and flesh out the track 
with your FX and add variation to your loops with some change-ups.  

BASIC DANCEFLOOR DNB STRUCTURE

I'll start by clearing up a big misconception about producing dance music and dnb in 
particular.  Im sure you all know about the "breakdown" (where your beat drops out and 
the bass kicks in)-- how it comes in the middle part of a track.  WRONG.  Well, kind 
of wrong.

THE BREAKDOWN IS THE NOT THE MIDDLE OF YOUR TRACK, ITS THE BEGINNING.  

You see, there's a reason why dance music tracks are 5-7 minutes long while most other 
(less repetitous) music clocks in like 3 or 4 minutes.  Dance music is meant to be 
played by DJs for people to DANCE to (see the connection?).  The first minute or so of 
your track is designed for a DJ to be able to match it up with another record.- it's 
just mixing space.  Your core audience won't really hear it except chopped up between 
another track or fading in under it.  This doesn't mean you have permission to make it 
weak, especially since DJs and other producers and of course record labels WILL be 
giving a listen.  Just know that as far as the dancefloor is concerned, it's not 
really the beginning- the beginning comes when the DJ slides the fader over during the 
breakdown.

That said, here's a good "template" for your basic dancefloor DnB track.  Obviously 
you'll find records that break this mold- as we speak people are already starting to 
experiment with shorter tracks and other ways to "build" DnB (trainspotters- reread 
the disclaimer, up top).  Still, the basic structure below will probably be around for 
a while due to it's proven effectiveness on the dancefloor. The format is simple: 
INTRO, GROOVE, ROLLOUT, RELOAD, OUTRO.  

INTRO:  Mixing space.  Noone hears this stuff except for record collectors like us; 
most DnB heads out for a night of dancing simply wont.  You can "tease" your listener 
with filtered or otherwise altered versions of your hooks/phrases, or wow 'em with 
some clever FX, but don't give away your favorite ideas in your intro, because it wont 
to be heard(much).  A good idea is to save this part until sometime after you've built 
your groove(below)- you can then decide which ideas to go back and "introduce" or just 
go back and orchestrate some wicked FX madness.

GROOVE:  This usually starts with the infamous breakdown, so the crowd can get all 
hyped up and brock out when the beats kick back in.  This is the "main part" of your 
track, and, as mentioned, is the TRUE BEGINNING of it.  You dont have to hold back 
here- Give 'em a good 64 bars or so of your main hooks before you take em to the next 
level...

ROLLOUT.  Heres where your track gets amped up.  This is your climax, where you 
essentially  "raise the stakes".  This often takes the form of harder or more frantic 
percussion, whether it be adding a hard snare or adding congas or doubling up on 
hihats/shakers or adding an amen.  You can also add new hooks/phrases/FX or do some 
freaky change-ups with ones you already got. Again, great ideas are as near as your 
record collection.

RELOAD:  Now that you have your dancers screaming for more, do them a favor and give 
it to them.    This is a kind of shorter repeat of your groove/rollout-a hybrid 
combination if you will-  oftentimes starting with another breakdown .  It needs to be 
slightly different this time around though .  You can do this by introducing new 
elements, or you can use change-ups to keep it rolling. 

OUTRO:  Here the track "deconstructs"- things dropping out and what have you. You know 
how it goes. This stuff aint meant to be sweated over- like with the intro, your'e 
just giving  the DJ some beats and noises so he has time to mix the next record in. 
Using your intro again or a little variation of it can work.

Again, a good way to work is from general to specific.  Loop your hooks/phrases and 
get the framework done, then spread out your FX and make change-ups where your loops 
seem too repetitous.  As you arrange you'll probably go back and forth to your other 
functions as producer- making/finding new sounds you might need,  reprogramming breaks 
and lines, etc.     

IN A NUTSHELL (CONCLUSION)

Producing is a three part job- you make and/or choose sounds, you program the 
different elements, then you sequence the pieces together (not neccesarily in that 
order). The heart of your DnB track is in the middle (which is actually the 
beginning!!)- the groove- full of memorable hooks and supporting phrases that climaxes 
to a fullon rollout assault.  Then you reload- taking them for the same ride, but 
freaking it just a little different..  Sprinkle some FX all around and add change-ups 
to your loops to keep it interesting.  Sandwich the whole thing between a sweet little 
intro/outro so the DJ can put it in his set.   Shake-don't stir,  look both ways 
before crossing the street, be nice to your mama (or mum). Peace.



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