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Auditioning breaks efficiently masterclass with stock devices (Intermediate)

An AI-generated intermediate Ableton lesson focused on Auditioning breaks efficiently masterclass with stock devices in the Workflow area of drum and bass production.

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Auditioning Breaks Efficiently (DnB Masterclass) — Ableton Live Stock Devices 🥁⚡

1) Lesson overview

Auditioning drum breaks is not just scrolling through samples until something “kind of works.” In drum & bass/jungle, the right break choice and how fast you can test it in context (tempo, swing, bass, layers, and processing) will directly improve your writing speed and the punch of your drums.

In this workflow-focused lesson, you’ll build a Break Audition Rack using only Ableton stock devices, so you can:

  • preview breaks in time at 170–176 BPM
  • switch between candidates instantly
  • hear them through a consistent “DnB-ready” processing chain
  • A/B them against your kick/snare layers and bass
  • commit quickly to arrangement decisions (intro vs drop vs fills)
  • ---

    2) What you will build

    You’ll create a reusable “Break Audition Template” containing:

  • Track 1: BREAK AUDITION (Audio track)
  • A processing chain that makes any break instantly readable in a DnB mix:

    - Utility → EQ Eight → Drum Buss → Saturator → Glue Compressor → Limiter

    - Optional: Auto Filter (HP), Gate (for tighten), Corpus (texture)

  • Track 2: GHOST KICK/SNARE (MIDI track)
  • Simple 2-step DnB kick/snare pattern to audition phase, punch, and groove.

  • Track 3: BASS BED (MIDI track)
  • A basic rolling bass (Wavetable/Operator) to test how breaks sit with sub.

  • Scene system + Follow Actions (Session View)
  • Quickly cycle through breaks while staying in musical context.

    ---

    3) Step-by-step walkthrough

    Step A — Prep your “audition environment” (2 minutes)

    1. Set tempo: `174 BPM` (classic modern DnB sweet spot).

    2. Warp mode defaults (important):

    - Preferences → Record/Warp/Launch:

    - Auto-Warp Long Samples: Off (stops random warping)

    - Default Warp Mode: Beats

    3. Create 3 tracks:

    - Audio: `BREAK AUDITION`

    - MIDI: `GHOST DRUMS`

    - MIDI: `BASS BED`

    Why: You’re building a consistent context so you can judge breaks quickly and fairly.

    ---

    Step B — Build the Break Audition processing chain (stock only)

    On BREAK AUDITION, insert devices in this order:

    #### 1) Utility (gain staging + mono check)

  • Gain: start at `-6 dB`
  • Bass Mono: `On`, set around `120 Hz` (optional but useful)
  • Use Utility to quickly A/B level matched breaks.
  • #### 2) EQ Eight (clean up + focus punch)

  • HP filter: 24 dB/oct @ `25–35 Hz` (remove rumble)
  • Low-mid dip: Bell `-2 to -4 dB` @ `250–400 Hz` (Q ~1.2)
  • Presence lift (optional): `+1 to +2 dB` @ `3–6 kHz` if needed
  • Air (optional): high shelf `+1 dB` @ `10–12 kHz` for crispy hats
  • > Goal: make auditioning consistent. Don’t “mix” yet—just get clarity.

    #### 3) Drum Buss (make breaks speak)

  • Drive: `10–20%`
  • Crunch: `5–15%`
  • Boom: `0–15%` (keep low; breaks can get tubby fast)
  • Boom Freq: `45–60 Hz` (only if you want some thud)
  • Transient: `+5 to +20` (this is the secret sauce for fast auditioning)
  • #### 4) Saturator (density + edge)

  • Mode: Analog Clip
  • Drive: `2–6 dB`
  • Soft Clip: On
  • If it’s too bright, use the built-in Color section (or keep it neutral and EQ later).
  • #### 5) Glue Compressor (fast “record-like” cohesion)

  • Attack: `3 ms`
  • Release: `Auto`
  • Ratio: `2:1`
  • Threshold: aim for `1–3 dB` gain reduction on peaks
  • Soft Clip: On (very useful for breaks)
  • #### 6) Limiter (safety)

  • Ceiling: `-1.0 dB`
  • Don’t smash—just prevent sudden break peaks from lying to you.
  • Save this as an Audio Effect Rack:

    Select devices → `Cmd/Ctrl+G` → name it “DnB Break Audition Rack” → save to User Library.

    ---

    Step C — Efficient warp & loop setup for breaks (the “30-second rule”)

    Drag a break into a clip slot on BREAK AUDITION (Session View is best here).

    1. Warp On

    2. Set Warp Mode: Beats

    - Preserve: Transient

    - Transients: 100

    3. Find the downbeat:

    - Zoom in; place 1.1.1 on the first clean kick/transient.

    4. Set loop length:

    - Most breaks = 1 bar or 2 bars

    - Loop braces: `1.1.1 → 3.1.1` for a 2-bar loop

    5. Adjust warp markers minimally:

    - If the break drifts, set a marker at bar 3 and align it.

    - Avoid “over-warping” unless you’re going for a chopped sound.

    Commit mindset: If it takes more than ~30–60 seconds to warp cleanly, it’s probably not an audition winner (for this track).

    ---

    Step D — Create a “ghost” kick/snare to test breaks instantly 👻

    On GHOST DRUMS, load:

  • Drum Rack with any solid kick + snare (stock Core Library works)
  • Pattern (1 bar):
  • - Kick on 1

    - Snare on 2 and 4

    - Optional kick on 1.3 for a 2-step push

    Keep it simple: this track is a measuring stick for groove and phase, not your final drums.

    Quick check:

  • If the break snare fights your ghost snare hard, note it. That break may be better as tops or fills.
  • ---

    Step E — Add a bass bed so you audition “like a real drop” 🔊

    On BASS BED, create a basic rolling bass using stock:

    Option 1: Operator (fast and clean)

  • Osc A: Sine
  • Add slight harmonics:
  • - Osc B: Sine, level low (or add Saturator after)

  • Add Saturator after Operator:
  • - Drive `3–6 dB`, Soft Clip On

  • Add EQ Eight:
  • - Low-pass around `120–200 Hz` if you want a pure sub test

    - Or leave more harmonics to see how breaks interact

    Write a simple 2-bar bassline (offbeats + a couple of pickups).

    Now your audition tells the truth: does the break sit with sub? Does it mask the bass? Does it feel like rolling music?

    ---

    Step F — The rapid audition system (Session View scenes + Follow Actions) 🚀

    This is where speed becomes a superpower.

    #### 1) Create one scene per “audition state”

  • Scene 1: DROP LOOP (2 bars)
  • Scene 2: INTRO (tops only)
  • Scene 3: FILL TEST (1 bar)
  • #### 2) Make break clips consistent

    For each break clip:

  • Length: 2 bars
  • Loop: On
  • Launch Quantization: 1 Bar
  • Clip Gain: level-match visually and by ear (use Utility if needed)
  • #### 3) Use Follow Actions to cycle breaks

    If you have Suite (and Follow Actions available in your Live version):

  • Select multiple break clips → Clip box → Follow Action:
  • - Time: `2 Bars`

    - Action A: Next

    - Chance: 100%

    Now you can press play and the breaks will step through in time while your ghost drums + bass continue.

    If you don’t use Follow Actions:

    Use the arrow keys / clip launching and keep quantization at 1 bar. Still fast.

    ---

    Step G — Quick “audition decisions” checklist (what to listen for)

    When a break is playing with your bass + ghost drums, decide fast:

    1. Snare placement: Does it push or drag against the grid?

    2. Hat density: Does it fill the pocket or clutter it?

    3. Low-end bleed: Is there too much kick/sub in the break?

    4. Tone: Bright/airy vs gritty/boxy—does it match your track’s mood?

    5. Loop fatigue: Does it stay interesting for 8–16 bars?

    Label clips immediately:

  • Rename: `AMEN_dark_tight`, `Think_loose_swing`, `Shuffly_tops_only`
  • Color code: Green = yes, Yellow = maybe, Red = no
  • This alone saves hours.

    ---

    Step H — Arrangement ideas while auditioning (so you don’t “loop forever”)

    Once you find a winner, immediately test it in three roles:

    1. Drop backbone (2 bars looped): full break + your kick/snare layer

    2. Intro texture: high-passed break (Auto Filter HP @ `200–400 Hz`)

    3. Fill weapon: 1-bar slice or last 1/2 bar stutter

    Stock tools to sketch quickly:

  • Auto Filter (intro HP sweeps)
  • Beat Repeat (fills + glitches, set to 1/8 or 1/16, low chance)
  • Delay (subtle dubby echoes on snare hits)
  • Reverb (short room for space—keep it tight)
  • ---

    4) Common mistakes

  • Auditioning breaks solo: they’ll always sound “cool” alone but fail with bass.
  • Not level-matching: louder breaks trick you into thinking they’re better.
  • Over-warping: too many warp markers kills groove (especially jungle).
  • Ignoring phase with layered snares: sudden thinness or weird flams = phase issues.
  • Trying to “fix” a bad break: if it needs surgery to work, pick a different break.
  • ---

    5) Pro tips for darker/heavier DnB 🖤

  • Turn breaks into “tops” instantly:
  • - EQ Eight: HP @ `150–300 Hz`

    - This keeps your modern kick/sub clean while preserving break character.

  • Make snares scarier without over-brightness:
  • - Drum Buss Transient `+10 to +25`

    - Saturator Analog Clip `3–7 dB` drive

    - Then slight EQ dip around `4–6 kHz` if it gets harsh.

  • Controlled dirt (don’t smear the transients):
  • - Prefer Saturator + Glue over heavy reverb.

    - Keep reverb short: Room/Chamber, decay `0.3–0.7s`, low-cut high.

  • Instant “neuro-ish” tightness:
  • - Add Gate after EQ Eight:

    - Threshold so hats get trimmed slightly

    - Release fast-ish (`30–80 ms`)

    - This can make old breaks feel more modern and clipped.

  • Parallel crush (stock-only) for brutality:
  • - Create Return track “BREAK CRUSH”

    - On return: Drum Buss (Drive 30%) → Saturator (Drive 8 dB) → EQ Eight (HP 120 Hz)

    - Send break to taste (10–30%). Keeps clarity but adds menace.

    ---

    6) Mini practice exercise (10 minutes) 🎯

    1. Load 10 break samples into 10 clip slots on BREAK AUDITION.

    2. Warp each using the 30-second rule (Beats mode).

    3. Start your ghost drums + bass loop.

    4. Level-match quickly (clip gain or Utility).

    5. Do two passes:

    - Pass 1: Eliminate 5 breaks fast (red)

    - Pass 2: Pick top 2 (green) and test:

    - as full break in drop

    - as tops (HP @ 250 Hz)

    - as fill (Beat Repeat for 1 bar)

    6. Commit: duplicate the chosen break into Arrangement View and sketch 16 bars:

    - 8 bars intro (HP break)

    - 8 bars drop (full break + layers)

    ---

    7) Recap ✅

  • You built a DnB Break Audition Rack with stock devices to standardize tone and speed up decisions.
  • You auditioned breaks in context with ghost drums and a bass bed (the only honest test).
  • You used Session View structure (scenes, consistent clip lengths, Follow Actions if available) to cycle breaks efficiently.
  • You practiced committing breaks into arrangement roles: intro texture, drop backbone, and fills.

If you want, tell me what style you’re aiming for (jungle 160–165, modern roller 174, techstep/dark 170, etc.) and I’ll suggest a break audition chain tweak + a fast layering strategy for that lane.

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Narration script

Show spoken script
Welcome to Auditioning Breaks Efficiently, drum and bass masterclass, intermediate level, using Ableton Live stock devices only. This is a workflow lesson, which means the goal isn’t to find the perfect break today by luck. The goal is to build a system so you can test a lot of breaks quickly, in context, and make confident decisions without getting stuck in scroll mode.

Here’s the mindset shift: auditioning breaks is not “which loop sounds coolest by itself.” In DnB and jungle, a break has to work at tempo, with your bass, with your kick and snare layers, and through processing that makes it readable. If you can test all that in, like, seconds instead of minutes, you write faster and your drums hit harder.

By the end of this lesson you’ll have a reusable Break Audition Template with three tracks: an audio track for the break, a simple ghost kick and snare to reference groove and phase, and a bass bed to tell the truth about low-end conflicts. Then we’ll set it up so you can cycle through candidates in Session View, ideally with Follow Actions, but I’ll also give you a manual method that’s still fast.

Alright, open Ableton Live.

Step one: set your tempo. Put it at 174 BPM. That’s a modern sweet spot, and you can move it later, but start here so you’re judging everything against a real DnB context.

Now go to Preferences, Record Warp Launch. Two important settings. Turn Auto-Warp Long Samples off. That prevents Ableton from making weird guesses that you then have to undo. And set the Default Warp Mode to Beats. For breaks, Beats mode is usually the fastest and most honest starting point.

Now create three tracks. One audio track, name it BREAK AUDITION. Two MIDI tracks: name the first one GHOST DRUMS, and the second one BASS BED.

The reason we do this is consistency. If you audition ten breaks but your bassline changes, or your levels change, or your processing changes, you’re not comparing breaks anymore. You’re comparing different listening conditions. Consistency makes you faster.

Now let’s build the processing chain on BREAK AUDITION. And this is important: this is not your final mix chain. This is your “make every break understandable” chain, so your ear can judge the groove and tone quickly.

First device: Utility. Set the gain to minus 6 dB to start. This is basic gain staging so you’re not getting tricked by loudness, and you’re not hitting the rest of the chain too hard. If you want, turn on Bass Mono and set it around 120 Hz. That’s optional, but it’s a really quick way to hear if the break’s low end is doing anything weird in stereo.

Next, EQ Eight. Put a high-pass filter, 24 dB per octave, somewhere around 25 to 35 Hz. We’re just removing rumble. Then add a small low-mid dip, bell filter, around 250 to 400 Hz, minus two to minus four dB, Q around 1.2. This clears boxiness so the snare and hats speak.

Optionally, if the break feels dull, add a slight presence lift around 3 to 6 kHz, like plus one or two dB. And if you want a bit more crisp, a gentle high shelf around 10 to 12 kHz, plus one dB. Keep it subtle. The purpose is clarity, not “finished record sparkle.”

Next device: Drum Buss. This is one of the best stock devices for making breaks instantly readable. Set Drive around 10 to 20 percent. Crunch around 5 to 15 percent. Keep Boom low, like zero to 15 percent, because breaks get tubby fast and we’re auditioning, not rebuilding the low end. If you do use Boom, set the frequency around 45 to 60 Hz.

Now the big one: Transients. Set Transient somewhere between plus five and plus twenty. This is the secret sauce for auditioning because it makes the attack information pop out, and suddenly you can tell if the break is energetic, lazy, too smeared, too sharp, all within a bar.

Next: Saturator. Put it in Analog Clip mode. Drive around 2 to 6 dB. Turn Soft Clip on. This adds density and edge so older breaks don’t feel like paper when you put them next to modern bass.

Next: Glue Compressor. Set Attack to 3 milliseconds, Release to Auto, Ratio to 2 to 1. Bring the threshold down until you’re seeing about 1 to 3 dB of gain reduction on peaks. And turn Soft Clip on. This helps the break feel like a cohesive “recorded drum loop” instead of a bunch of transient spikes.

Last: Limiter. Ceiling at minus 1 dB. Don’t smash it. It’s just there so one random loud snare doesn’t jump out and trick you.

Now, do yourself a favor and save this chain. Select all devices, group them, name it DnB Break Audition Rack, and save it to your User Library. Future you is going to love you for this.

Quick coaching upgrade: make this rack a Dry versus Processed switch. Inside the Audio Effect Rack, create two chains. Chain A is Dry, just Utility. Chain B is Processed, your full chain. Map the Chain Selector to a macro and call it DRY slash PROC. Now you can instantly answer the most important question: is this break actually good, or is my chain rescuing it? That one macro prevents you from committing to a break that only works because you tortured it.

Cool. Now let’s talk about warping and looping efficiently. This is the 30-second rule.

Drag a break sample into a clip slot on BREAK AUDITION in Session View. Turn Warp on. Set Warp Mode to Beats. Set Preserve to Transient, and set Transients to 100.

Now find the real downbeat. Zoom in, and place 1.1.1 on the first clean kick transient, or the most obvious first hit. Don’t overthink it. Get it basically correct.

Set your loop length. For most DnB use, do either one bar or two bars. Two bars is usually better for breaks because you hear the call and response. So set the loop from 1.1.1 to 3.1.1 for a two-bar loop.

Now press play. If the break drifts, do the minimum warp correction. Put a warp marker near bar 3 and align it so the loop closes cleanly. Avoid “warp marker confetti.” Over-warping kills groove, especially in jungle. If you need more than about 30 to 60 seconds to make it feel right, that’s not necessarily a bad break, but it’s probably not the winner for this track, today. Fails fast is a skill.

Next, set up your ghost drums. On the GHOST DRUMS track, load a Drum Rack and grab a simple kick and snare from the Core Library. Nothing fancy. Program a one-bar pattern: kick on 1, snare on 2 and 4. If you want a little push, add an extra kick at 1.3. Keep it simple.

The ghost drums are a measuring stick. They help you judge phase, timing, and how the break’s snare interacts with your intended snare. If the break snare and your ghost snare fight immediately, that’s a clue. Maybe that break is better as tops, or as fills, or maybe it’s just not the one.

Now create the bass bed. On BASS BED, load Operator for speed. Oscillator A as a sine wave. If you want a hint of harmonics, bring in Oscillator B very quietly, or just put a Saturator after Operator. Add Saturator with Drive around 3 to 6 dB, Soft Clip on. Then add EQ Eight. If you want to test pure sub interaction, low-pass around 120 to 200 Hz. Or leave some harmonics if your bass sound in this track will be more mid-forward.

Write a simple two-bar rolling bassline. Offbeats, a couple of pickups, nothing too complex. The purpose is not to write the final bassline right now. The purpose is to make the break audition honest. A break that sounds huge solo might completely mask your bass, or the opposite: the bass might swallow the break and leave you with no drum definition.

Now we build the rapid audition system in Session View.

Create a few scenes that represent audition states. Scene one: DROP LOOP, two bars. Scene two: INTRO, tops only. Scene three: FILL TEST, one bar. The point is: you’re not just choosing a break, you’re choosing what job the break can do in the arrangement.

Now make your break clips consistent. For each break clip you audition, set it to two bars, loop on, and set launch quantization to one bar. Then level-match. This is huge.

Here’s a coaching rule: normalize your audition loudness so your brain stops picking the loudest loop. Do most of your level matching with Clip Gain, not with the Utility in the rack. Keep Utility fairly fixed. That way, across an entire pack, your comparisons stay fast and fair. Loudness is the biggest liar in sample auditioning.

If your version of Live supports Follow Actions, here’s the power move. Select multiple break clips, open the clip box, enable Follow Action. Set the time to two bars. Action A: Next. Chance: 100 percent. Now start playback and your breaks will cycle perfectly in time while your ghost drums and bass keep going. This is how you get through ten breaks in, like, a minute, without losing musical context.

If you don’t use Follow Actions, no problem. Just keep launch quantization at one bar and use clip launching manually. The main idea is still the same: stay in time, stay in context, switch instantly.

Now, how do you decide quickly? Here’s your checklist while the break plays with the bass bed and ghost drums.

First: snare placement. Does it push or drag against the grid? Not “is it perfectly quantized,” but does it feel good with your two-step reference.

Second: hat density. Does it fill the pocket or clutter it? Some breaks are all hat, no space. That might be great for energy, or it might choke your mix.

Third: low-end bleed. Is there too much kick or sub inside the break? In modern DnB, you often want your kick and sub to be clean and intentional, not inherited from the break recording.

Fourth: tone. Is it bright and airy, or gritty and boxy? Does that match your track’s mood?

Fifth: loop fatigue. Can you hear it for 8 to 16 bars without getting annoyed? This is massive. A break can be exciting for two bars and unbearable after eight.

As you audition, label immediately. Rename clips with descriptive names like “Amen dark tight” or “Think loose swing” or “Shuffly tops only.” Color code them. Green is yes, yellow is maybe, red is no. That alone can save you hours because you stop re-auditioning the same indecisive candidates.

Let’s add three super-practical monitoring modes that catch problems early.

Mode one: full mix. Bass plus ghost drums. That’s the musical decision mode.

Mode two: mono. Use Utility on your master or on the break track and check mono. This reveals phase issues and whether the break loses punch when collapsed.

Mode three: quiet monitoring. Literally turn your speakers or headphones down. If the snare disappears when it’s quiet, it’s going to vanish in a loud club mix where bass dominates. Quiet listening tells the truth about snare audibility and hat harshness.

Now, arrangement thinking while auditioning, so you don’t loop forever.

When you find a winner, immediately test it in three roles.

Role one: drop backbone. Full break, two-bar loop, with your kick and snare layer idea. Does it feel like a drop?

Role two: intro texture. Add Auto Filter, high-pass around 200 to 400 Hz. Now it’s just tops and character, leaving room for atmosphere and tension.

Role three: fill weapon. Take a one-bar section, or even the last half-bar, and make it a turnaround. For quick fill testing, turn on Beat Repeat for one bar. Set it to eighths or sixteenths, low chance, and automate it to turn off right on the downbeat. The contrast sells the drop.

A couple pro tips for darker, heavier DnB. If you want to turn breaks into tops instantly, just high-pass them with EQ Eight around 150 to 300 Hz. That keeps your modern kick and sub clean while preserving the break’s personality.

If you want scarier snares without harshness, push Drum Buss Transient up, add a bit more Saturator drive, and if it gets aggressive, dip slightly around 4 to 6 kHz instead of killing all the highs.

If you want instant neuro-ish tightness, try adding a Gate after EQ Eight on the break. Set the threshold so the hats are trimmed slightly, with a release around 30 to 80 milliseconds. It can make old breaks feel more clipped and modern, without needing third-party tools.

And if you want brutality without losing clarity, set up a parallel return track called BREAK CRUSH. On the return, put Drum Buss with higher drive, then Saturator with about 8 dB drive, then EQ Eight with a high-pass at 120 Hz. Send your break to it around 10 to 30 percent. That gives you menace and density while your main break stays readable.

Quick advanced variation: groove-first auditioning. Grab a couple grooves from the Core Library and apply them to the ghost drums only, not the break. If the break still feels good against different groove pulls, it’s flexible and likely a keeper. If it falls apart when you add swing, it might be too rigid, or badly warped, or just not suited to the vibe.

Another advanced check: micro-tempo stress test. While your break loops, tap your tempo between 172 and 176. Great breaks keep attitude across small tempo shifts. Fragile ones feel weird immediately.

Now let’s do a 10-minute practice sprint to lock this in.

Load ten to twelve breaks into clip slots on the BREAK AUDITION track. Warp each one using the 30-second rule: Beats mode, find 1.1.1, loop two bars, minimal warp markers. Start your ghost drums and bass bed looping. Level-match using Clip Gain.

Do two passes. Pass one, eliminate fast. Mark about half as red. No guilt. Pass two, pick your top two as green. Then take your best green break and test it three ways: full break for drop, tops-only with a high-pass around 250 Hz, and a fill version using Beat Repeat or a manual crop.

Now commit. Duplicate that chosen break into Arrangement View and sketch 16 bars immediately: 8 bars intro with filtered tops and a cutoff automation, then 8 bars drop with full break plus just one layer. And that layering rule matters: choose one layer, not three. Either a clean snare one-shot for impact, or an extra tops layer for speed, or a ghost-note percussion layer for funk. If you stack everything, you’ll spend your session fixing clutter instead of writing music.

Before we close, the most important anti-scroll rule: give yourself two minutes to cycle candidates, tag your greens and yellows, then stop browsing. If nothing hits, don’t scroll another fifty samples. Change category. Move from full breaks to tops loops, or from classic breaks to more minimal percussion, but keep the decision system moving.

Recap. You built a DnB Break Audition Rack using stock devices to standardize tone, punch, and loudness. You auditioned breaks in context with ghost drums and a bass bed, which is the only honest test. You used Session View structure, consistent loop lengths, and optionally Follow Actions to cycle breaks fast. And you practiced committing the winner into arrangement roles: intro texture, drop backbone, and fills.

If you tell me what lane you’re aiming for, like jungle funk at 160 to 165, clean modern roller at 174, or dark techstep around 170, I can suggest a tailored audition rack variation, especially around transients and high-band control, so your decisions get even faster.

mickeybeam

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