DNB COLLEGE

Drum & Bass Ableton Live 12 Tutorials

LESSON DETAIL

DJ-friendly intro design from scratch for oldskool DnB vibes (Intermediate)

An AI-generated intermediate Ableton lesson focused on DJ-friendly intro design from scratch for oldskool DnB vibes in the Arrangement area of drum and bass production.

Back to lessons
DJ-friendly intro design from scratch for oldskool DnB vibes (Intermediate) cover image

Narrated lesson audio

The voice track includes the tutorial plus extra teacher commentary.

Open audio file

Main tutorial

```markdown

DJ-friendly intro design from scratch (Oldskool DnB vibes) — Ableton Live 🎛️🥁

1. Lesson overview

A DJ-friendly intro isn’t just “some pads and a loop.” In drum & bass (especially oldskool/jungle/rolling styles), the intro is a mix tool: clean phrasing, consistent energy ramp, and useful elements for DJs to cue and blend.

In this lesson you’ll build a 32–64 bar intro that feels authentic—think break teases, dubby chords, sub hints, FX sweeps, and clear 8/16-bar changes that make mixing effortless.

Skill level: Intermediate

Focus: Arrangement + practical sound/processing choices in Ableton Live (stock devices)

---

2. What you will build

A DJ-ready intro with:

  • 16 bars “DJ drums” (simple, clean, steady) for beatmatching 🎚️
  • 16 bars “tease” (break edits + atmos + chord stabs) 🌫️
  • Optional 32-bar extended intro (more story, more tension)
  • A clean drop setup with a clear impact + last-bar fill
  • Target vibe: oldskool DnB / jungle / rollers at 170–175 BPM.

    ---

    3. Step-by-step walkthrough

    Step 0 — Session setup (2 minutes)

    1. Tempo: 172 BPM (classic sweet spot)

    2. Time signature: 4/4

    3. Create groups:

    - `DRUMS`

    - `BREAKS`

    - `MUSIC (CHORDS/ATMOS)`

    - `BASS (SUB/RESE)`

    - `FX/IMPACTS`

    4. In Arrangement View, turn on:

    - Automation Mode (A)

    - Grid: 1 Bar and 1/4 as needed

    Arrangement goal (basic):

  • Bars 1–16: DJ drums (clean + minimal)
  • Bars 17–32: tease + tension (breaks, stabs, risers)
  • Bar 33: Drop
  • > If you want a longer mix-in: duplicate to 64 bars and add more variation every 8/16.

    ---

    Step 1 — Build “DJ drums” (Bars 1–16) 🥁

    The DJ needs something consistent to lock onto. Keep it punchy and uncluttered.

    #### A) Create a Drum Rack (core kit)

    1. Add a MIDI track → load Drum Rack

    2. Samples (choose your own, but aim oldskool):

    - Kick: punchy, short tail

    - Snare: 90s DnB snare (crack + body)

    - Closed hat: tight, bright

    - Ride/shuffle hat: optional

    - Rim/ghost: optional

    #### B) Program a simple 2-step

    Typical DnB skeleton:

  • Kick: 1.1 and 1.3 (vary later)
  • Snare: 1.2 and 1.4 (beats 2 & 4)
  • Hat: 1/8s or 1/16s (light swing)
  • Groove tip: Use Groove Pool with a light shuffle:

  • Try Swing 16-55 (start subtle)
  • Apply at 10–20% to hats/ghosts only (not kick/snare)
  • #### C) Make it mix-friendly (processing chain)

    On the `DRUMS` group:

  • EQ Eight
  • - HP filter at 25–30 Hz (remove rumble)

    - Small dip 250–400 Hz if boxy (1–2 dB)

  • Glue Compressor
  • - Attack 3 ms, Release Auto

    - Ratio 2:1

    - Aim 1–2 dB gain reduction on peaks

  • Saturator
  • - Mode: Soft Sine or Analog Clip

    - Drive 1–3 dB

    - Turn on Soft Clip if you want extra density

    On hi-hats (optional):

  • Auto Filter high-pass around 300–600 Hz
  • Utility: slightly reduce width if too wide (oldskool hats often feel tighter)
  • #### D) Arrange Bars 1–16

  • Bars 1–8: kick/snare + hats (steady)
  • Bars 9–16: introduce a tiny variation every 4 bars:
  • - add a ghost note

    - add a hat open on the “and”

    - small snare flam in bar 16 (keep subtle)

    Key rule: DJs love predictability. Don’t overfill the first 16.

    ---

    Step 2 — Add an oldskool break layer (Bars 9–32) 🪓

    Oldskool vibe = breaks. But for a DJ intro, keep them controlled and not too messy early.

    #### A) Break track setup

    1. Add an Audio track: `BREAK`

    2. Drop in a break (Amen, Think, Funky Drummer-style, or a modern break with that character).

    3. Warp settings:

    - Warp Mode: Complex Pro (good general)

    - Or Beats mode for more “chop”:

    - Beats → Preserve: Transients

    - Envelope: ~20–40 (tighter slices)

    #### B) Break processing chain (classic, controlled)

    On the break track:

  • EQ Eight
  • - HP at 80–120 Hz (leave room for kick + sub)

    - Small dip around 300–500 Hz if muddy

  • Drum Buss
  • - Drive 5–15% (taste)

    - Crunch 0–10%

    - Boom: OFF or very low (Boom can fight the kick/sub)

  • Transient shaping (stock-ish method):
  • - Drum Buss (Transient knob) + Glue can work

  • Optional: Redux (very subtle) for old sampler edge
  • - Downsample: 0.98–0.92

    - Bit reduction: 0 or 1 (tiny!)

    #### C) Intro placement

  • Bars 9–16: introduce the break quietly (like -10 to -14 dB under main drums)
  • Bars 17–32: bring break up and start teasing edits:
  • - mute kick occasionally to let the break speak

    - add a 1-bar break fill at bar 32

    Automation suggestion:

  • Break Volume: ramp up gradually from bars 9 → 24
  • Break EQ: automate HP from 150 Hz down to 100 Hz as energy increases (still keep low end clean)
  • ---

    Step 3 — Add atmosphere + dubby chord stabs (Bars 17–32) 🌫️🎹

    This is where the “oldskool soul” lives: minor chords, dub space, and hints of the drop.

    #### A) Create a stab instrument (stock)

    1. New MIDI track: `STABS`

    2. Instrument: Wavetable (or Analog)

    - Wavetable:

    - OSC1: Basic Shapes (Square-ish)

    - OSC2: Sine/Triangle low level for body

    - Unison: 2–4 voices, Amount 10–20%

    3. Filter:

    - LP24, cutoff ~1.5–4 kHz (automate)

    - Drive a little (2–5)

    4. Amp envelope:

    - Attack 0–5 ms

    - Decay 200–500 ms

    - Sustain 0

    - Release 80–200 ms

    #### B) Dub space chain (the sauce)

    On the `STABS` track:

  • Echo
  • - Time: 1/8 dotted or 1/4

    - Feedback: 20–40%

    - Filter: HP 300 Hz, LP 6–10 kHz

    - Modulation: small amount

  • Reverb
  • - Decay 1.8–3.5 s

    - Predelay 10–25 ms

    - HP 250–400 Hz

  • Auto Filter (after reverb/echo if you want sweeps)
  • - Automate cutoff to open toward the drop

    #### C) Musical content (keep it DJ-friendly)

  • Choose a minor key (e.g., F minor / G minor)
  • Use a simple 2-chord vamp:
  • - Example: i → ♭VII (e.g., Gm → F) or i → iv (Gm → Cm)

  • Place stabs sparsely:
  • - Bars 17–24: 1 stab every 2 bars

    - Bars 25–32: 1 stab every bar + automation opening filter

    Important: Keep the sub/bass mostly out until close to drop (or just a hint).

    ---

    Step 4 — Sub hint + bass “foreshadow” (Bars 25–32) 🔊

    The goal is tension and expectation, not full drop energy.

    #### A) Sub instrument (stock)

    1. MIDI track: `SUB`

    2. Instrument: Operator

    - Osc A: Sine

    - Envelope: Attack 0, Decay 0, Sustain -inf? (or full sustain), Release 80–150 ms

    3. Add Saturator

    - Drive 1–4 dB

    - Soft Clip ON

    4. Add EQ Eight

    - Low-pass around 120–180 Hz (keep it pure)

    - Optional small notch if resonant

    #### B) Arrangement trick

  • Bars 25–28: sub only hits on bar 1 (one long note)
  • Bars 29–32: sub hits more frequently (half-bars or quarter notes), but keep it minimal
  • #### C) Sidechain so the intro stays clean

    On SUB:

  • Compressor (sidechain from `DRUMS` kick)
  • - Ratio 4:1

    - Attack 1–5 ms

    - Release 80–140 ms

    - Gain reduction 3–6 dB

    ---

    Step 5 — FX, risers, and “last 8 bars” structure (Bars 25–32) 🚨

    Oldskool intros often use noise sweeps, impacts, and tape-stop-ish moments—tastefully.

    #### A) Noise riser (stock)

    1. MIDI track: `RISER`

    2. Instrument: Operator

    - Noise oscillator ON (or use Simpler with noise sample)

    3. Add Auto Filter

    - Start cutoff ~200 Hz, end ~8–12 kHz

    - Resonance 10–25%

    4. Add Reverb

    - Decay 3–6 s, HP 500 Hz

    5. Automate volume up into the drop

    #### B) Impact + downlifter

  • Use a short impact sample (or make one with noise + reverb freeze)
  • Place at bar 33 (drop) and optionally a downlifter at bar 32.4
  • #### C) The “DJ signpost” fills

    DJs expect a clear transition:

  • At bar 32:
  • - 1-beat snare fill OR

    - quick break chop (Amen slice) OR

    - micro-silence (1/4 beat) before the drop

    Classic move: in the last bar, automate:

  • Master/Group high-pass slightly (very gentle), then snap back at drop
  • - Use Auto Filter on the `MUSIC` group (not on the master ideally)

    - HP from 0 → 150 Hz over bar 32, then reset at bar 33

    ---

    Step 6 — Make it DJ-proof (phrasing + markers) 🧭

    DnB DJs mix in phrases. Your intro should have obvious “chapters.”

    Use Locator markers:

  • `1: Intro (DJ drums)`
  • `17: Break tease`
  • `25: Tension + sub hint`
  • `33: DROP`
  • Checkpoints:

  • Changes every 8 bars (or at least every 16)
  • Kick/snare remain stable enough for beatmatch
  • No huge sub conflicts before the drop (leave headroom)
  • ---

    4. Common mistakes ❌

    1. Too busy too early

    If you start with full breaks + chords + bass, DJs have no clean layer to mix with.

    2. No 8/16-bar signposting

    Random changes feel cool in the studio but are awkward in a club blend.

    3. Sub appears too soon / too loud

    DJs often EQ swap low end; if you flood the sub early, it gets messy fast.

    4. Over-wet reverb in the intro

    Big reverb tails blur transients and make beatmatching harder.

    5. Warp artifacts on breaks

    Wrong warp mode can make breaks phasey. Test Beats vs Complex Pro.

    ---

    5. Pro tips for darker/heavier DnB 🖤

  • Use a “drone note” atmosphere: one root note with texture (vinyl crackle, distant pads).
  • Stock tool: Granulator III (if available) or Sampler/Simpler + Reverb + Auto Filter.

  • Parallel distortion on breaks:
  • - Create a return track `BREAK CRUSH`:

    - Saturator (Drive 6–10 dB)EQ Eight (HP 200 Hz, LP 6–8 kHz)Glue

    - Send break to it lightly (5–15%).

  • Minor-key stabs + pitch dives: automate stab pitch down -2 to -5 semitones at the very end of phrases for menace.
  • Tension with less, not more: remove kicks in bar 31, let the break + atmos carry, then slam the drop.
  • Stereo discipline: keep intro low-end mono.
  • - Use Utility on bass: Width 0% under ~150 Hz (or just keep bass mono).

    ---

    6. Mini practice exercise 🎯

    Build two versions of the intro using the same drop:

    Version A (DJ minimal — 32 bars)

  • 1–16: clean 2-step + hats
  • 17–32: break tease + stabs + riser
  • 33: drop
  • Version B (Oldskool extended — 64 bars)

  • 1–16: DJ drums only
  • 17–32: add break low + atmos
  • 33–48: add stabs + more edits
  • 49–64: sub hint + clear fills into drop
  • Deliverable checklist:

  • Locator markers at 1/17/33 (and 49/65 if extended)
  • At least one break edit fill
  • At least one filter automation ramp
  • Sub only introduced in the final 8–16 bars
  • ---

    7. Recap ✅

  • A DJ-friendly DnB intro is about clean beatmatching + clear phrasing.
  • Start with simple drums, then layer breaks for oldskool character.
  • Add dubby stabs + atmos with controlled space (Echo/Reverb with filtering).
  • Foreshadow the drop with sub hints, sidechained and restrained.
  • Use 8/16-bar signposts and a clear last-bar fill so DJs can feel the drop coming.

If you want, tell me your target vibe (more jungle, more techstep, or more liquid-roller) and I’ll suggest a specific 64-bar intro map + device chains tailored to it.

```

Ask GPT about this lesson

Chat with the lesson tutor, get follow-up help, or use quick actions.

Bigup 👽 Ask me anything about this lesson and I’ll answer in context.

Narration script

Show spoken script
Alright, let’s build a DJ-friendly intro from scratch for that oldskool drum and bass vibe, right inside Ableton Live’s Arrangement View. Intermediate level, so I’m going to assume you already know your way around MIDI clips, audio clips, and basic routing. What we’re focusing on is not “a pretty intro.” This is a mix tool. Something a DJ can actually blend with: clean transients to lock to, obvious phrasing, and a controlled energy ramp that screams “classic jungle DNA” without wrecking the blend.

Quick target: 170 to 175 BPM. I’ll sit at 172. And we’re aiming for either 32 bars into the drop, or an expanded 64 if you want a longer mix-in.

First, set tempo to 172, time signature 4/4. Then create a few groups so you can keep this organized and DJ-minded: a DRUMS group, a BREAKS group, a MUSIC group for chords and atmosphere, a BASS group for sub hints, and an FX and IMPACTS group.

Now, in Arrangement View, the basic roadmap looks like this.
Bars 1 through 16: DJ drums. Clean, minimal, steady.
Bars 17 through 32: tease and tension. Breaks come in, atmos, dub stabs, risers, signposts.
Bar 33: the drop.

And here’s the mindset that makes this work: think like a DJ. Ask, “What do I need to blend?” You need steady drums to sync, predictable boundaries every 8 or 16 bars, and a low end that stays swappable until close to the drop. A really good test later is to imagine your intro playing against a totally different DnB track. Would you clearly know when it’s safe to swap bass, or bring in the mids?

Cool. Step one: DJ drums, bars 1 to 16.

Create a MIDI track and load a Drum Rack. Pick samples that feel old school: a punchy kick with a short tail, a snare with that 90s crack plus body, a tight closed hat, and optionally a ride or shuffle hat, maybe a rim or ghost snare if you want character later.

Program a simple two-step skeleton. Kick on beats 1 and 3. Snare on beats 2 and 4. Then hats in eighths or sixteenths, but keep the velocity under control. The goal is clarity. We’re establishing the grid, not showing off.

Now for groove: use the Groove Pool, but be disciplined. Try a swing like Swing 16-55, and apply it gently, like 10 to 20 percent, and only to hats and ghosty stuff. Do not swing your kick and snare unless you’re very sure, because DJs want that core to feel stable.

Now let’s make it mix-friendly with a basic group chain on the DRUMS group.
Add EQ Eight. High-pass around 25 to 30 hertz to remove rumble that just eats headroom. If it’s boxy, a tiny dip around 250 to 400, one or two dB, is usually enough.
Then Glue Compressor. Attack around 3 milliseconds, release on Auto, ratio 2 to 1. You’re not trying to smash it. Just 1 to 2 dB of gain reduction on peaks so it feels glued.
Then a Saturator. Soft Sine or Analog Clip, drive maybe 1 to 3 dB, and if you want it denser, switch on Soft Clip.

If your hats feel too wide or too big, you can high-pass them with Auto Filter around 300 to 600 hertz, and even tighten them with Utility. Oldskool hats often feel tighter and more focused than super-wide modern stuff.

Now arrange bars 1 to 16 with DJ logic.
Bars 1 to 8: steady kick, snare, hats. Nothing clever.
Bars 9 to 16: add tiny variations every 4 bars. A ghost note. An occasional open hat on an offbeat. Maybe a subtle snare flam in bar 16. But keep it subtle. DJs love predictability. If you overfill the first 16, you take away their clean blend zone.

Teacher note here: you’re basically building “lane discipline.” Think of the intro as three frequency lanes. Low lane, 0 to 150 Hz: mostly empty for now. Mid lane, 150 Hz to 3 kHz: readable, where snare presence and break character will live. High lane, 3 to 12 kHz: hats and air. You can evolve the high lane without ruining mixability.

Alright. Step two: introduce an oldskool break layer, bars 9 to 32.

Add an audio track called BREAK. Drop in a break with character: Amen-style, Think, Funky Drummer energy, or a modern break that still has that crunchy ghost-note feel.

Warping matters a lot here. If you want it smooth and general-purpose, try Complex Pro. If you want it more chopped and punchy, use Beats mode, preserve transients, and set the envelope around 20 to 40 so it tightens up. Listen for artifacts. If it gets phasey or watery, swap warp modes. This is one of the biggest “why does my break sound wrong” moments in Ableton.

Now process the break so it behaves in an intro.
EQ Eight first: high-pass around 80 to 120 Hz. This is important. You’re leaving the kick and later the sub to own the bottom. If it’s muddy, dip around 300 to 500 a little.
Then Drum Buss: drive lightly, like 5 to 15 percent, crunch from zero to maybe 10, and be careful with Boom. Boom can fight your kick and later sub, so keep it off or very low.
If you want that old sampler edge, add Redux very subtly. Downsample just a touch, like 0.98 down to 0.92. Bit reduction at zero or one. Tiny. If you hear it obviously, it’s probably too much for a DJ intro.

Now arrangement placement.
Bars 9 to 16: bring the break in quietly, like 10 to 14 dB under the main drums. It’s a texture and a tease, not the main beat yet.
Bars 17 to 32: bring the break up and start teasing edits. You can mute the kick occasionally to let the break speak, but keep the core snare timing obvious.

Automate the break volume to ramp from bars 9 through maybe 24. And a nice trick: automate the break’s high-pass filter from like 150 Hz down toward 100 Hz as you approach the drop, while still keeping the real low end clean. That gives the illusion of the break “getting bigger” without actually stepping on the sub lane.

And remember: phrase clarity doesn’t require huge fills. Micro-signposts work better for DJs. A reversed cymbal, a tiny snare drag, a quick tape dip on the break layer only. Dancers feel movement, DJs still have a stable grid.

Step three: atmosphere and dubby chord stabs, bars 17 to 32. This is where the soul comes in.

Create a MIDI track called STABS. Load Wavetable or Analog. In Wavetable, start with something square-ish in OSC1, then a sine or triangle quietly in OSC2 for body. Add a little unison, two to four voices, small amount, like 10 to 20 percent, just to widen it a bit.

Filter: low-pass 24 dB slope, cutoff somewhere around 1.5 to 4 kHz, and we’ll automate it later. Add a little drive, just enough to make it bite.

Amp envelope: fast attack, 0 to 5 milliseconds, decay 200 to 500 ms, sustain at zero, and release 80 to 200 ms. We want a stab, not a pad.

Now the dub space chain. You can do it directly on the track, or, even better for mix clarity, do returns and throw into them. Let’s start simple: put Echo on the stabs. Choose a dotted eighth or a quarter delay time. Feedback around 20 to 40 percent. Filter the delay: high-pass around 300 Hz, low-pass around 6 to 10 kHz. A little modulation for movement.
Then Reverb: decay around 1.8 to 3.5 seconds, predelay 10 to 25 ms, and high-pass the reverb around 250 to 400 so it doesn’t smear the low mids.

Here’s a pro move: keep the stabs fairly dry, and automate the send to Echo and Reverb so only the last stab of a phrase throws out into space. That gives you huge dub vibes without turning the groove into a washy mess.

Musically, choose a minor key. F minor, G minor, whatever suits your drop. Keep it simple: a two-chord vamp like i to flat seven, or i to iv. Place stabs sparsely at first.
Bars 17 to 24: one stab every two bars.
Bars 25 to 32: one stab every bar, and automate the filter to open gradually.

Important: keep the sub and bass mostly out at this stage. We’re foreshadowing, not dropping early.

Step four: sub hint and bass foreshadow, bars 25 to 32.

Create a MIDI track called SUB. Load Operator. Oscillator A on sine. Keep the envelope simple: instant attack, sustained note, and a short release like 80 to 150 milliseconds so notes don’t click off too hard.

Add Saturator, drive 1 to 4 dB, Soft Clip on. Then EQ Eight, low-pass around 120 to 180 Hz to keep it clean and pure. The point is: when the drop hits, it should feel like the low lane suddenly opens up. If you fill it too early, you kill that impact.

Arrange it like this:
Bars 25 to 28: sub hits only on bar one, like a single long note. It’s a hint.
Bars 29 to 32: increase the frequency slightly. Half-bars or quarter notes, but still minimal.

Now sidechain it so the intro stays clean. Put a Compressor on the sub, enable sidechain, feed it from the DRUMS kick. Ratio 4 to 1, attack 1 to 5 ms, release 80 to 140 ms. Aim for 3 to 6 dB of gain reduction when the kick hits. That keeps the kick authoritative and makes the sub feel controlled, like it belongs.

If you want the sub hint to read on small speakers without actually bringing big low end in early, duplicate the sub track, high-pass it around 150 Hz, add more saturation, then low-pass around 500 to 800. Blend it very quietly. That gives you audible harmonics without ruining the DJ-friendly low-end swap space.

Step five: FX, risers, and the last eight bars structure, bars 25 to 32.

Create a RISER track. Operator works great: turn on noise. Add Auto Filter, automate cutoff from around 200 Hz up to 8 to 12 kHz, with resonance around 10 to 25 percent. Then Reverb with a long decay, maybe 3 to 6 seconds, and high-pass it around 500 Hz so it stays out of the way. Automate volume up into the drop.

Add an impact at the drop, bar 33. And optionally a downlifter right before, like at bar 32 beat 4, to pull energy down and make the drop feel bigger.

Now the DJ signpost in bar 32. This is crucial. Pick one clear cue:
A one-beat snare fill, a quick break chop, or even a tiny micro-silence for like a quarter beat before the drop. The point is: the crowd should feel the “here it comes,” and the DJ should be able to predict it without guessing.

Classic move: do a gentle high-pass on the MUSIC group only, not the master. Use Auto Filter and automate it over bar 32, from basically flat up to around 150 Hz, then snap it back at bar 33. That creates that “sucked out” pre-drop moment without messing with the drums’ beatmatching stability.

Step six: make it DJ-proof with phrasing and markers.

Drop in locator markers so anyone can read your arrangement like a road map.
At bar 1: Intro, DJ drums.
At bar 17: Break tease.
At bar 25: Tension plus sub hint.
At bar 33: Drop.

And adopt a rule: something changes every 8 bars, minimum every 16. It doesn’t have to be loud. It can be a new hat layer, a single reverse cymbal, a stab throw, a tiny break edit. Just make the chapters obvious.

Now, quick reality checks before we wrap.
Monitor at two levels. Quiet volume tells you if the groove and phrasing stand up without hype. Loud volume tells you if your hats and FX get harsh. If it hurts loud, it’s going to be unbearable in a club.
Also leave DJ headroom on purpose. Don’t slam the intro like it’s the drop. Let it breathe. DJs ride gains and EQ hard; a more dynamic intro blends better.

Common mistakes to avoid as you listen back:
Too busy too early, no clean layer for mixing.
No signposting, so the intro feels random in a club.
Sub too soon or too loud, making low-end swaps messy.
Over-wet reverb blurring transients.
And warp artifacts on breaks, making them phasey or watery.

Mini practice to lock this in: build two versions using the same drop.
Version A: 32 bars. 1 to 16 clean two-step. 17 to 32 break tease, stabs, riser. 33 drop.
Version B: 64 bars. 1 to 16 drums only. 17 to 32 break low plus atmos. 33 to 48 add stabs and more edits. 49 to 64 sub hint and very clear fills into the drop.
For each version, include at least one break edit fill, at least one filter automation ramp, and keep the sub introduction to the final 8 to 16 bars.

Optional advanced spice if you want more lift without ruining mixability: add a double-time tease. Keep kick and snare the same, but add a secondary hat pattern in sixteenths during bars 25 to 32, lower velocity, high-pass it more aggressively. Energy goes up, but the beat still DJs perfectly.

Alright. That’s the full build: clean DJ drums, controlled break layer, dubby stabs with tasteful space, sub hints only near the end, and clear signposts every 8 or 16 bars with a proper last-bar cue into the drop.

If you tell me what angle you want, like jungle ragga, rollers, or early techstep, I can suggest a concrete 64-bar chapter script and a couple signature moves that fit the subgenre.

mickeybeam

Go to drumbasscd.com for +100 drum and bass YouTube channels all in one place - tune in!

Generating PDF preview…