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Creating weather FX from household recordings (Advanced)

An AI-generated advanced Ableton lesson focused on Creating weather FX from household recordings in the FX area of drum and bass production.

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Creating Weather FX from Household Recordings (Advanced DnB FX in Ableton Live)

1. Lesson overview

You’re going to turn household recordings (kettle, shower, sink, plastic bags, keys, window blinds, fridge hum) into convincing weather FX designed specifically for drum & bass / jungle: rain beds, wind sweeps, thunder hits, hail textures, and icy atmospheres. 🌧️🌪️⚡

The focus is advanced, meaning: tight editing, spectral shaping, resampling workflows, rack macros, and arrangement integration so these FX sit perfectly around rolling drums and heavy bass.

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2. What you will build

By the end you’ll have:

  • Rain Bed Rack: loopable “rain” texture that stays out of the kick/snare but fills the air.
  • Wind Riser/Sweep: automatable whoosh that builds into drops.
  • Thunder Hit: weighty, cinematic impact that doesn’t mask the snare.
  • Hail/Granular Sparkle: high-frequency “pellet” detail to add motion in intros/breakdowns.
  • A resampling workflow to print FX stems and reuse them like a personal weather library.
  • All made from recordings you do at home and processed with stock Ableton devices.

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    3. Step-by-step walkthrough

    A) Record the raw household sources (with DnB intent)

    You want dynamic recordings: loud transients + steady noise. Use your phone recorder if needed; better if you have an interface/mic.

    Great household sources → weather equivalents

  • Shower / faucet → rain beds, heavy rain, distant rain
  • Kettle boil / humidifier → wind noise, fog, “air”
  • Plastic bag crumple → gusts, storm movement
  • Rice on a tray / lentils in a box → hail / granular rain
  • Door slam + low room resonance → thunder body
  • Keys / coins (light taps) → ice ticks, sleet detail
  • Fridge hum / ventilation → subby wind bed
  • Recording tips

  • Capture 30–90 seconds per source for loop options.
  • Record different distances (close + far). Far recordings give realism.
  • Get one “clean” take and one “aggressive” take (shake the bag harder, slam door harder).
  • ---

    B) Session setup in Ableton (fast, organized workflow)

    1. Create audio tracks: `RAW_Rain`, `RAW_Wind`, `RAW_Thunder`, `RAW_Hail`.

    2. Set project tempo to your track (e.g. 174 BPM).

    3. Warp mode:

    - For noise textures (rain/wind): Complex or Complex Pro

    - For transients (hail, ticks): Beats (Preserve Transients 100)

    4. Color-code and Group all raw tracks into a group called `WEATHER_DESIGN`.

    DnB arrangement mindset: weather FX often sit in intro → breakdown → pre-drop tension → post-drop space. Don’t blast them through the whole drop unless they’re filtered and sidechained properly.

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    C) Build a loopable Rain Bed (Shower/Faucet → Rain Texture) 🌧️

    Goal: a believable rain layer that’s wide, airy, and doesn’t fight drums/bass.

    1. Drag your shower recording onto `RAW_Rain`.

    2. Find a 2–8 bar section with stable intensity.

    3. Create a loop and enable Crossfade in Clip View (top-left of sample display).

    Device chain (stock)

    1. Utility

    - Width: 140–170% (if your source is mono, widen later via Chorus-Ensemble)

    - Gain: adjust to hit around -18 to -12 dB pre-FX (headroom matters)

    2. EQ Eight (surgical DnB carve)

    - HPF at 180–300 Hz (24 dB/oct) to clear bass/kick

    - Gentle dip 2–4 kHz if it masks snare crack

    - Optional shelf up 10–14 kHz (+1 to +4 dB) for “mist”

    3. Chorus-Ensemble (for width on mono recordings)

    - Mode: Ensemble

    - Amount: 20–35%

    - Rate: 0.15–0.35 Hz

    4. Auto Filter (movement)

    - Filter: LP 12

    - Freq: 6–12 kHz

    - Env: subtle or map Freq to Macro

    - LFO: Rate 1/8 or 1/4, Amount small (5–12%) for shimmer movement

    5. Reverb (space without washing the mix)

    - Algorithm: Hall

    - Decay: 2.5–5.5 s

    - Pre-delay: 15–30 ms

    - High Cut: 7–10 kHz

    - Low Cut: 250–400 Hz

    - Dry/Wet: 10–20% (or put Reverb on a Return)

    DnB glue tip: Put rain mostly in the sides and keep the center clean for kick/snare/bass. You can do this with:

  • Utility on a Mid/Side rack (see Pro Tips), or
  • keep it wide and then carve mid with EQ.
  • ---

    D) Wind sweep from kettle/vent + plastic bag (riser tool) 🌪️

    Goal: controllable whoosh that can rise into a drop like classic neuro/techstep tension.

    1. Put kettle/vent noise on `RAW_Wind`.

    2. Layer plastic bag swells on another track (or same track, different clip).

    3. Freeze & Flatten later to commit.

    Wind Riser Rack (Audio Effect Rack)

    Create an Audio Effect Rack and map key parameters to macros:

    Chain: “Wind Body”

  • EQ Eight: HPF 120–220 Hz, notch any harsh resonances (often 1–2 kHz)
  • Saturator:
  • - Drive 2–6 dB

    - Soft Clip On

  • Auto Filter:
  • - Filter: BP 12 or LP 24

    - Resonance: 0.7–1.2

    - Map Frequency to Macro 1 (Rise)

    Chain: “Air & Whistle”

  • Redux (subtle digital edge for modern DnB)
  • - Downsample: 2–6

    - Bits: 8–12

  • Reverb:
  • - Decay 4–8 s

    - Dry/Wet 15–30%

  • Utility:
  • - Width 160–200%

    Automation (arrangement)

  • Over 8–16 bars pre-drop, automate:
  • - Macro 1 (Filter freq) rising from ~400 Hz → 10 kHz

    - Reverb Dry/Wet up slightly near the end (but cut it right before drop for impact)

    - Utility Gain down 1–2 dB right at the drop so it doesn’t smear the transient impact

    Pro move: resample this riser (see section G) and then reverse it for extra pull.

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    E) Thunder hit from door slam + room tone (impact that works in DnB) ⚡

    Goal: thunder that feels huge but doesn’t destroy headroom or mask the snare.

    1. Put a door slam on `RAW_Thunder`.

    2. Add a low room hum (fridge/vent) underneath for sub sustain.

    Device chain

    1. Drum Buss

    - Drive: 5–15%

    - Boom: 20–40 Hz (tune by ear)

    - Boom Amount: 10–25%

    - Damp: 30–60%

    2. EQ Eight

    - HPF: 25–35 Hz (tighten sub)

    - Boost: 60–90 Hz (small bell +2 to +4 dB) if needed

    - Dip: 180–350 Hz (mud control)

    3. Saturator

    - Drive 2–8 dB, Soft Clip On

    4. Reverb (Return recommended)

    - Long hall/plate: 2–6 s

    - Pre-delay: 20–40 ms

    - Low Cut: 250–500 Hz

    DnB arrangement use

  • Place thunder 1/2 bar to 2 bars before the drop, and/or as a call-and-response in breakdowns.
  • Avoid placing it exactly on the snare unless you want that cinematic overlay—otherwise it steals crack.
  • ---

    F) Hail / granular rain from rice/lentils + keys (detail that rolls) ❄️

    Goal: high-end texture that feels like pellets hitting surfaces—great behind jungle breaks.

    1. Record rice/lentils shaking in a plastic container, plus light key taps.

    2. Load into Simpler (Slice mode) for rhythmic control:

    - Simpler Mode: Slice

    - Slicing: Transient

    - Playback: Gate (tight)

    3. Program subtle 16th/32nd patterns that sync with the break (think ghost-note energy).

    Processing chain

  • EQ Eight: HPF 700–1500 Hz (keep it purely top detail)
  • Transient Shaper (if you have Live Suite’s Drum Buss can do some of this; otherwise use Drum Buss transient):
  • - Drum Buss: Transients +10 to +30

  • Auto Pan
  • - Rate: 1/8 or 1/16

    - Amount: 20–50%

    - Phase: 180° (wide movement)

  • Delay (Echo or Delay)
  • - Time: 1/16 or 1/8 dotted

    - Feedback: 10–25%

    - Filter: keep it bright but not harsh

    This gives you “weather sparkle” that moves like a rolling top loop.

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    G) Resampling workflow (print your FX like a pro)

    This is where advanced workflow pays off: commit your sound design so it’s repeatable and CPU-light.

    1. Create a new audio track: `PRINT_WEATHER`.

    2. Set Audio From to `WEATHER_DESIGN` (or individual track).

    3. Arm `PRINT_WEATHER`, record 16–32 bars of performance:

    - automate filters

    - tweak reverb sends

    - move macros in real time

    4. Consolidate the best sections (`Cmd/Ctrl + J`).

    5. Create a folder in your User Library:

    `Samples / Weather FX / Household Session 01`

    DnB usage: once printed, treat weather like any other FX stem—cut, reverse, pitch, gate, sidechain.

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    H) Make it sit in a DnB mix (sidechain + frequency discipline)

    Weather FX should enhance groove, not blur it.

    Sidechain options (stock)

  • Compressor on Rain/Wind:
  • - Sidechain from Kick + Snare bus (or full Drum Group)

    - Ratio 2:1 to 4:1

    - Attack 5–20 ms

    - Release 80–200 ms

    - Aim for 2–6 dB gain reduction on hits

  • For more “pumping atmosphere”: use Auto Filter + sidechain envelope tricks, but compressor is clean and reliable.
  • Key EQ checks

  • If bass feels smaller when rain is on: raise rain HPF to 250–400 Hz
  • If snare loses snap: dip rain/wind around 2.5–4.5 kHz
  • If hats get harsh: tame 7–10 kHz with a small bell or shelf
  • ---

    4. Common mistakes

  • Leaving low-end in rain/wind → instantly muddies rolling basslines.
  • Over-reverbing everything → you lose punch and front-to-back depth.
  • Too much stereo width in the drop → mono compatibility suffers and drums feel weak.
  • No automation → static weather reads fake; real weather constantly shifts.
  • FX placed on top of snares unintentionally → kills transient clarity.
  • ---

    5. Pro tips for darker/heavier DnB

  • Make “storm” midrange growl: duplicate wind, add Corpus (tube/plate), tune resonance to the track key, then distort lightly with Roar (if you have it) or Saturator. Keep it low in the mix for menace.
  • Use gated weather (classic techstep vibe):
  • Put Gate after reverb on rain return, sidechain the Gate from a shuffled ghost pattern so the rain “talks” rhythmically.

  • Mid/Side control (clean center, aggressive sides):
  • Create an Audio Effect Rack:

    - Chain A: Mid (Utility Width 0%) → EQ cut highs slightly

    - Chain B: Side (Utility Bass Mono on, or Width > 100) → keep airy highs

    Result: rain feels wide, drums stay focused.

  • Pre-drop “vacuum” trick: 1 bar before drop, automate wind/rain LPF down to 300–800 Hz, then hard-cut to silence for the last 1/8 bar. Drop hits harder. 🔥
  • Layer thunder with sub discipline: thunder + Drum Buss Boom is huge—print it, then shorten tail and HPF the reverb return so it doesn’t fight the reese.
  • ---

    6. Mini practice exercise (20 minutes)

    1. Record 30 seconds of shower + 10 door slams + 30 seconds of plastic bag.

    2. Build:

    - Rain Bed (loop + EQ + subtle movement)

    - Wind Riser (Auto Filter macro automation over 8 bars)

    - Thunder Hit (Drum Buss + EQ + reverb send)

    3. Arrange into a 16-bar intro + 16-bar breakdown + drop marker:

    - Intro: rain wide + light hail ticks

    - Breakdown: wind rises + thunder hit at bar 15

    - Drop marker: hard-cut weather for last 1/8 bar

    4. Resample the whole weather group to a printed stem.

    Deliverable: one printed 32-bar weather stem you can drag into future DnB projects.

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    7. Recap

  • Household recordings can become pro-grade weather FX with tight editing, EQ discipline, movement automation, and resampling.
  • Use Rain for width/air, Wind for tension/rises, Thunder for impact, Hail for rhythmic detail.
  • Keep DnB priorities: kick/snare clarity, bass space, and controlled stereo.
  • Print and build your own reusable weather library—this is how your tracks develop a signature atmosphere. 🌧️⚡

If you tell me what subgenre you’re aiming for (jungle, liquid, neuro, minimal rollers) and what household sources you have, I can suggest a specific rack + automation plan tailored to your current project.

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Creating Weather FX from Household Recordings, advanced drum and bass sound design in Ableton Live.

Alright, for this lesson we’re doing something that sounds almost too simple… and then it turns into a seriously pro workflow. We’re going to take recordings from your house, like a shower, a kettle, plastic bags, keys, window blinds, even a fridge hum, and we’re going to turn them into convincing weather effects that actually fit inside a drum and bass mix.

And when I say fit, I mean they sit around rolling drums and heavy bass without muddying the low end, without stealing the snare crack, and without becoming that annoying “wide hiss” that disappears in mono. This is advanced, so we’re focusing on tight editing, spectral shaping, resampling, rack macros, and arrangement choices that make weather FX feel alive, not pasted on.

By the end, you’ll have four core tools.
A loopable rain bed rack that fills the air but stays out of the way.
A wind riser or sweep that you can automate into drops.
A thunder hit that’s huge but controlled.
And a hail or granular sparkle layer that adds motion, especially in intros and breakdowns.
Then we’ll print everything with a resampling workflow so you build a reusable personal weather library.

Let’s start at the source, because the recording choices matter more than people think.

When you record household sounds, you want two kinds of material.
One is steady noise, like the shower, a faucet, a kettle boil, ventilation. That becomes beds, wind, fog, atmosphere.
The other is sharp transient stuff, like rice shaking in a container, keys tapping, coins, a door slam. That becomes hail detail, ice ticks, and thunder impacts.

Record thirty to ninety seconds per source so you have options for looping. And do multiple distances: close and far. Far recordings are how you get realism and depth without needing fancy plugins. Also grab one “clean” take and one “aggressive” take. Shake the bag harder. Slam the door harder. Give yourself contrast. Sound design is easier when you have dynamics baked in.

Now jump into Ableton and set up a clean session so you’re not fighting organization while you’re trying to be creative.
Make four audio tracks: RAW_Rain, RAW_Wind, RAW_Thunder, RAW_Hail.
Set your tempo to the track, for DnB let’s say 174 BPM.
For noise textures like rain and wind, Warp mode on Complex or Complex Pro generally works.
For transient detail like hail ticks, use Beats warp with transients preserved hard so it stays crisp.
Then group all your raw tracks into a group called WEATHER_DESIGN. That group becomes your weather “instrument.”

Quick mindset shift before we build anything: in drum and bass, weather FX are arrangement tools. They’re great in intros, breakdowns, pre-drop tension, and to fill space after drops. But if you blast full-band rain through the entire drop, you’re usually just masking your own drums. So we’re going to design them so they can be loud when needed, and polite when the groove is the focus.

Now, rain bed. This is your glue layer.

Take your shower or faucet recording and drag it onto RAW_Rain. Find a section with stable intensity, usually two to eight bars worth. Loop it, and turn on clip crossfade so it loops smoothly. That little crossfade is one of the most underrated “pro” steps. If your loop clicks or surges, it instantly sounds fake.

Now build the chain, stock Ableton devices only.

First, Utility. Get your gain under control. Set the level so you’re hitting around minus eighteen to minus twelve dB before effects. That headroom is what lets your reverb and modulation sound classy instead of crunchy.

Then EQ Eight, and this is where you make it DnB-safe.
High-pass it somewhere around 180 to 300 Hz, steep slope. Do not negotiate with this. Rain does not need low end in a DnB track. Your bassline owns that space.
Next, check the snare area. If your snare loses crack when the rain is on, it’s often because the rain has a dense band in the two to four k range. Dip it a couple dB if needed.
Then if you want that “mist” feeling, a gentle high shelf around ten to fourteen k, just a little. Don’t overdo it or it becomes brittle.

If the recording is mono, add Chorus-Ensemble in Ensemble mode. Keep it slow and subtle. You’re not trying to make it sound like a synth pad, you’re trying to create width and motion that feels like air moving.

Then add Auto Filter for movement. A low-pass at around six to twelve k can be really musical here, because you can automate it later for the pre-drop vacuum trick. Add a tiny LFO amount, slow rate like quarter-note or eighth-note. The goal is micro-variation, not wobble. Real rain shifts constantly, but it doesn’t LFO like a dubstep bass.

Then Reverb. Hall algorithm works great. Keep it controlled. Pre-delay fifteen to thirty milliseconds so the rain stays forward and the reverb sits behind it. Low cut the reverb around 250 to 400 Hz, and high cut it somewhere around seven to ten k so you don’t get fizzy hash in the top end. Dry/wet around ten to twenty percent if it’s inserted. If you’re more serious about mix control, and you should be at this level, put the main reverb on a return instead. We’ll talk about that in a minute.

Teacher note: rain is usually better in the sides than the center. The center is for kick, snare, and bass. So either widen it and then carve the mid, or use a mid/side approach. A practical way is an audio effect rack with two chains: one mid chain, one side chain. On the mid chain, set Utility width to zero and make it slightly darker with EQ. On the side chain, keep it wide and airy. Then keep the mid chain quieter. That one move can take your rain from “cool sound” to “mix-ready.”

Next, wind. Wind is your tension builder and transition tool.

Use kettle boil, vent noise, or fridge hum as the body. Then layer plastic bag swells as the gust phrasing. The bag is important because it gives you those natural surges that feel like storm movement.

Now make a Wind Riser Rack with an Audio Effect Rack, and we’ll map the important controls so you can perform it.

Chain one is Wind Body.
EQ Eight first. High-pass around 120 to 220. Then sweep for nasty resonances, often one to two k, and notch them.
Then Saturator, light drive, soft clip on. You’re densifying the wind so it reads in a busy DnB context.
Then Auto Filter. Use band-pass twelve or low-pass twenty-four. Add a bit of resonance. Map filter frequency to Macro 1 and name it Rise.

Chain two is Air and Whistle.
Add Redux, subtle. Downsample a bit, reduce bit depth slightly. This gives modern edge, like that crisp techy air you hear in neuro and minimal rollers.
Then Reverb, longer decay, and Utility to make it wide.

Now arrangement automation: over eight to sixteen bars before a drop, automate Macro 1 from around 400 Hz up to ten k. That rising focus is what creates anticipation. Push reverb a little near the end, then cut it right before the drop so the drop hits clean. And a sneaky move: reduce the wind gain by one or two dB exactly at the drop so it doesn’t smear the transient impact. Your ears will still feel the transition, but your drums will punch harder.

Pro move: resample the riser and reverse it. That gives you instant suction and pull, and you can layer the forward and reversed versions for that “gravity” feeling into the drop.

Now thunder. Thunder is basically an impact, but in DnB it has to behave.

Take a door slam recording as the transient body, and layer low room hum underneath for sustain. That fridge hum or ventilation tone is perfect. It’s like a free sub tail.

On the thunder chain, start with Drum Buss. Drive a bit, and use Boom tuned around 20 to 40 Hz, but be careful. Boom is powerful and can destroy headroom fast. Keep the amount controlled, and use Damp to keep it from getting too flabby.
Then EQ Eight. High-pass around 25 to 35 Hz to tighten sub rumble. If you need more weight, a small bell boost around 60 to 90. Then dip 180 to 350 if it’s muddy.
Add Saturator, soft clip, just enough to make it loud without peaks.
For reverb, use a return if possible. Long hall or plate, but high-pass that reverb return hard, like 250 to 500 Hz, so the tail doesn’t fight your reese or sub.

Placement tip: put thunder half a bar to two bars before the drop, or use it as call-and-response in a breakdown. Avoid placing it right on the snare unless you deliberately want that cinematic snare overlay. Most of the time, you want your snare to be the loudest “statement” in that moment.

Now hail and granular sparkle. This is the high-end motion layer that makes intros feel expensive.

Record rice or lentils shaking in a container, plus light key taps. Load it into Simpler in Slice mode, slice by transient, and set playback to Gate so it’s tight. Program subtle sixteenth or thirty-second patterns that lock with the break. Think of it like ghost note energy, but in the weather layer.

Processing: EQ Eight high-pass anywhere from 700 to 1500 Hz so it stays purely top detail.
Use Drum Buss transients to push attack. Then a fast Gate after it, not sidechained, just to shorten tails. That combo is counterintuitive but it works: crisp pellets, no fizzy wash.
Add Auto Pan with an eighth or sixteenth rate, moderate amount, and phase at 180 so it moves wide.
Then a Delay or Echo on a sixteenth or dotted eighth, low feedback, filtered bright but not harsh. You want motion, not chaos.

Now let’s level up the realism with two coaching upgrades.

First: treat weather as three layers, like drums.
Bed is continuous. Gusts are phrases. Details are events.
Route each layer to its own bus so you can EQ and sidechain differently. Most muddy weather is actually bus management failure, not sound design.

Second: build a Weather Control return track.
Put your “big space” on a return and send multiple weather tracks into it. Try Hybrid Reverb with convolution plus a little algorithmic, then EQ Eight high-pass around 300 to 600, notch any ringing, and then a Compressor sidechained from your Drum Group doing just one to three dB of gain reduction. Now your weather shares one coherent space that ducks with the drums automatically. It’s way easier than juggling separate reverbs per track.

Now, resampling. This is where advanced workflows separate from “cool experiment” sessions.

Make a new audio track called PRINT_WEATHER. Set Audio From to your WEATHER_DESIGN group, or to individual tracks if you want separate prints. Arm it and record sixteen to thirty-two bars while you perform your macros. Ride the filter. Throw the send. Change width. Mute for quick gaps. Do two or three takes. Then pick the best moments and comp them like vocals. Weather feels alive when it has phrasing.

Consolidate the best sections, and save them into your User Library under something like Samples, Weather FX, Household Session 01. You are building a personal signature library, and it will speed up every future track.

Now mix integration: sidechain and frequency discipline.

Put a Compressor on rain and wind, sidechain from your Kick and Snare bus or full Drum Group. Ratio two-to-one up to four-to-one, attack five to twenty milliseconds, release eighty to two hundred milliseconds. Aim for two to six dB of gain reduction on hits. The weather should breathe around the groove.

EQ reality checks:
If your bass feels smaller when the rain is on, raise the rain high-pass up to 250 to 400.
If the snare loses snap, dip around 2.5 to 4.5 k on rain and wind.
If hats get harsh, tame seven to ten k gently.

And do a mono check early. Put Utility on your master and set width to zero temporarily. If your wide rain vanishes or turns into an ugly whistle, fix it now, not at the end.

Common mistakes to avoid.
Leaving low end in rain and wind, instant mud.
Over-reverbing everything, you lose punch and depth.
Too much stereo width during the drop, mono compatibility suffers and drums feel weak.
No automation, static weather always sounds fake.
And accidentally placing big FX right on top of snares, killing transient clarity.

Now let’s do a quick guided practice setup, about twenty minutes.

Record thirty seconds of shower, ten door slams, and thirty seconds of plastic bag.
Build a rain bed loop with crossfade, high-pass, slight movement.
Build a wind riser with the rack and automate the filter over eight bars.
Build one thunder hit with Drum Buss, EQ, and a controlled reverb send.
Then arrange it into a simple structure: sixteen-bar intro, sixteen-bar breakdown, and a clear drop marker.
In the intro, rain wide and quiet, plus light hail ticks.
In the breakdown, wind rises, thunder at bar fifteen.
And right before the drop, do the vacuum trick: low-pass the weather down to around 300 to 800 Hz for a bar, then hard cut to silence for the last eighth note. That micro-silence makes the drop feel enormous.

Finally, resample the whole weather group to a printed stem.

If you want a bigger challenge after this lesson, make a sixty-second stem pack: a rain bed wide, wind phrases with six to ten gust events, thunder impacts with different distances, and a hail top loop that feels synced. Keep peaks below minus six dBFS, make sure the rain is mono-compatible, and high-pass thunder reverb so your sub would still feel stable under it.

That’s the full advanced loop: record with intent, design with EQ and motion, arrange like a DJ-friendly phrase tool, and print performance passes so your atmosphere feels performed, not pasted.

If you tell me your subgenre, like liquid, jungle, neuro, or minimal rollers, and what household sources you have, I can suggest a specific macro mapping plan and exactly where to automate these in a 64-bar arrangement.

mickeybeam

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