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Reference track workflows from scratch with resampling only (Intermediate)

An AI-generated intermediate Ableton lesson focused on Reference track workflows from scratch with resampling only in the Workflow area of drum and bass production.

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Reference Track Workflows From Scratch (Resampling Only) — Drum & Bass in Ableton Live 🎛️🥁

1. Lesson overview

In this lesson you’ll learn a reference-driven workflow for making drum & bass in Ableton Live where your only “printing” method is resampling (freezing/flattening counts as printing too — so we’ll avoid it). The goal is to build a track quickly, match the energy + arrangement of a reference, and keep creative momentum by committing audio early.

You’ll practice:

  • Setting up a reference system for A/B checking (level-matched)
  • Building drums/bass from scratch, then resampling into audio loops
  • Using resampled audio to create arrangement, fills, and variation
  • Maintaining headroom and mix clarity while pushing DnB loudness
  • ---

    2. What you will build

    A rolling DnB loop that becomes a 1:30–2:30 sketch with:

  • Tight kick + snare foundation
  • Shuffled tops and ghost notes (jungle/DnB feel)
  • A resampled Reese / rolling bass with movement
  • A simple break edit layer (optional but very “DnB”)
  • A reference-matched arrangement: intro → drop → mini-break → second drop
  • ---

    3. Step-by-step walkthrough

    Step 0 — Choose a reference that matches your target

    Pick one track that’s close to what you want:

  • Rolling / minimal DnB (clean low-end, steady drive)
  • Jungle-leaning (break edits, more top energy)
  • Dark/heavy (foggy mid-bass, harsher tops)
  • Import it into Live:

    1. Drag the reference audio into Arrangement View on a track named `REF`.

    2. Set Warp to Off (right-click clip → Warp off) to avoid artifacts.

    3. Add a Utility device on the REF track:

    - Start with Gain -6 dB (common ballpark)

    - Use this to level match later

    Why: If your reference is louder, you’ll chase loudness instead of tone and balance.

    ---

    Step 1 — Build a proper A/B reference switch (fast workflow)

    Create a quick A/B system so you can check constantly without breaking flow.

    Option A (simple):

  • Put your entire project to Master around -6 dB peak (roughly).
  • Keep the REF track muted/unmuted and adjust Utility to match perceived loudness.
  • Option B (better):

    1. Put your mix tracks into a Group called `MIX BUS`.

    2. Keep `REF` outside the group.

    3. On the Master, add:

    - Limiter (Ceiling -0.3 dB, just for protection during writing)

    - Spectrum (for quick low-end sanity checks)

    Then compare:

  • Solo `MIX BUS` vs solo `REF` (not at the same time)
  • ---

    Step 2 — Set tempo + markers like a producer (not like a student)

    DnB is typically 172–176 BPM.

  • Set project tempo to 174 BPM (safe middle)
  • Add locators in Arrangement aligned to the reference:
  • - Intro start

    - Drop

    - Mini break / switch

    - Second drop

    - Outro

    Quick method: Play the reference and drop locators where you feel the sections change.

    DnB structure cheat:

  • 16 bars intro (DJ-friendly)
  • 32 bars drop
  • 8–16 bars break/switch
  • 32 bars second drop
  • ---

    Step 3 — Drum foundation: kick + snare that actually translate 🔥

    Start with a solid two-hit core before you add complexity.

    Create:

  • MIDI track `DRUMS CORE` with a Drum Rack
  • Load:
  • - Kick: short, punchy

    - Snare: DnB snare with strong transient (200 Hz–2 kHz presence)

    Basic DnB pattern (1 bar at 174):

  • Kick: 1.1
  • Snare: 1.2 and 1.4
  • Optional extra kick: 1.3.3 (for drive)
  • Device chain on DRUMS CORE (stock):

    1. Drum Buss

    - Drive: 5–15% (taste)

    - Boom: 0–20% (careful; DnB subs often belong to bass)

    - Damp: adjust if it gets crunchy

    2. EQ Eight

    - Kick: small cut around 250–400 Hz if boxy

    - Snare: gentle shelf up around 7–10 kHz if dull

    3. Glue Compressor

    - Attack: 3 ms

    - Release: Auto

    - Ratio: 2:1

    - Aim: 1–2 dB GR max

    ✅ Keep it clean. The “DnB smack” comes from transient clarity + good sample choice.

    ---

    Step 4 — Add tops + groove: hats, rides, shuffles (rolling feel) 🎚️

    Create MIDI track `TOPS` (Drum Rack or Simpler):

  • Closed hat 1/16ths (but with groove)
  • Open hat on offbeats
  • Ride loop layer (optional)
  • Percs / foley hits lightly
  • Groove tips:

  • Use Groove Pool: try “Swing 16-XX” around 10–20%.
  • Or manually nudge hats a few ms late (1–8 ms).
  • Device chain (TOPS):

    1. Auto Filter

    - HP 24 dB

    - Cutoff around 200–400 Hz

    2. Saturator

    - Soft Clip on

    - Drive 2–6 dB

    3. Utility

    - Width 120–160% (only if it stays clean)

    4. Reverb (very small)

    - Size small, Decay 0.3–0.8s

    - HP filter inside reverb so it’s not muddy

    ---

    Step 5 — Bass from scratch, then resample into your “audio instrument” 🐍

    We’ll build a classic DnB rolling Reese-ish bass, then commit via resampling and do the real magic with audio edits.

    Create MIDI track `BASS SYNTH`:

  • Use Wavetable (or Operator if you prefer).
  • Wavetable setup (example):
  • - Osc 1: Saw-ish table

    - Osc 2: Slightly detuned saw or square

    - Unison: 2–4 voices, low amount

    - Filter: LP24

    - Drive: small (2–6)

    - Envelope: short attack, medium decay, no crazy sustain unless needed

    Movement:

  • Add LFO to filter cutoff (slowish): 1/4 or 1/8 synced, subtle amount.
  • Add a touch of FM or warp mode for grit (lightly).
  • Bass MIDI pattern:

  • Start with 1-bar or 2-bar rolling pattern with syncopation.
  • Keep sub notes simple. DnB low-end likes discipline.
  • Device chain (BASS SYNTH):

    1. EQ Eight

    - High-pass 25–30 Hz

    - If it’s muddy: small dip 200–350 Hz

    2. Saturator

    - Drive 3–8 dB

    - Soft Clip On

    3. Compressor (optional)

    - Light leveling, not smashing

    ---

    Step 6 — Set up RESAMPLING like a pro (clean routing)

    You’ll print audio using Resampling. Here’s a reliable setup:

    1. Create an Audio track named `RESAMPLE`.

    2. Set `RESAMPLE` Audio From: `Resampling`

    3. Set monitoring to Off (avoid feedback/doubling).

    4. Arm `RESAMPLE`.

    Important: Mute/solo wisely. If you resample the whole mix, you’ll commit everything (sometimes great, sometimes not). For control:

  • Use solo resampling: solo only the thing you want to print (e.g., bass).
  • ---

    Step 7 — Print bass loops, then slice into variations (the real workflow)

    1. Solo `BASS SYNTH`.

    2. Record 8 bars into `RESAMPLE`.

    3. Consolidate (Cmd/Ctrl+J) into a clean clip named `BASS_PRINT_01`.

    Now create two audio tracks:

  • `BASS MAIN (AUDIO)`
  • `BASS FX (AUDIO)`
  • Drag `BASS_PRINT_01` into `BASS MAIN (AUDIO)` and start editing:

  • Use clip fades for clicks
  • Use Warp (Complex Pro can smear; try Beats mode for rhythmic bass)
  • Try Transpose for tension (±1–3 semitones in fills)
  • Make instant variations (audio-first):

  • Duplicate clip, then:
  • - Reverse tiny sections (1/8 or 1/16) for glitch

    - Add Beat Repeat (Insert mode, short grid)

    - Add Auto Filter with envelope for “wah” moments

    - Use Frequency Shifter subtly for metallic edge

    Then resample again if it gets too CPU-heavy or too “plugin-y”.

    ---

    Step 8 — Optional jungle flavor: break layer, resampled and tightened

    Add an audio track `BREAK`.

  • Drop in a break (or your own chopped loop).
  • High-pass around 150–250 Hz so it doesn’t fight kick/bass.
  • Use Transient shaping with Drum Buss (light drive) or Glue.
  • Now resample the break edits into audio so you can cut fills fast:

  • Solo `BREAK` → record 8 bars to `RESAMPLE`
  • Slice and place fills every 8 or 16 bars
  • ---

    Step 9 — Build the drop: arrange like the reference

    Using your locators, build a simple DnB arrangement:

    Intro (16 bars):

  • Tops only (filtered)
  • Add a hint of bass texture (high-passed)
  • Tease the snare with reverb throws
  • Drop (32 bars):

  • Full drums + bass
  • Keep first 8 bars “clean” (no too many fills)
  • Add a fill at bar 8 and a bigger fill at bar 16
  • Mini-break / switch (8–16 bars):

  • Pull out kick for 2–4 bars
  • Keep snare + atmosphere
  • Bass: filtered down, then slam back in
  • Second drop (32 bars):

  • Same groove, new bass variation
  • Add an alternate snare layer or ride energy
  • ✅ The reference track is your energy map. You’re not copying notes—you’re matching density, tension, and transitions.

    ---

    Step 10 — Sidechain the DnB way (simple and reliable)

    DnB needs the kick and bass to not argue.

    On BASS MAIN (AUDIO):

  • Add Compressor
  • Sidechain input: Kick track (or DRUMS CORE)
  • Ratio 4:1
  • Attack 0.3–3 ms
  • Release 40–120 ms (tempo-dependent)
  • Aim 2–5 dB gain reduction on kick hits
  • If your bass is long, consider volume automation edits on audio clips too—often cleaner than heavy compression.

    ---

    Step 11 — Resample your “Drop Bus” to create fills + micro-edits fast ⚡

    This is where resampling becomes a creative weapon.

    1. Group your core drop elements into `DROP BUS` (drums + bass + break layer).

    2. Solo `DROP BUS`.

    3. Record 16 bars into `RESAMPLE` → name it `DROP_PRINT_01`.

    Now you can:

  • Chop a 1-bar fill from the print
  • Reverse the last 1/4 bar before a drop
  • Stutter edit with Beat Repeat
  • Create “tape stop” vibe by automating clip transposition/warp (or use Shifter creatively)
  • This is very jungle/DnB: print → chop → re-contextualize.

    ---

    4. Common mistakes

  • Reference too loud: you’ll overcook everything. Level match with Utility.
  • Resampling the master with limiter smashing: you’ll commit distortion you can’t undo.
  • Over-warping bass resamples: Complex Pro can smear lows; try Beats mode or minimal warp.
  • Too many layers before committing: resampling is about decision-making.
  • Ignoring mono low-end: keep sub (below ~120 Hz) mostly mono (Utility Width 0–30%).
  • Endless 8-bar loop syndrome: use the reference locators to force arrangement.
  • ---

    5. Pro tips for darker/heavier DnB 😈

  • Split bass into SUB + MID (even if both start from the same resample):
  • - SUB: clean sine/triangle (Operator), minimal saturation

    - MID: resampled Reese audio with distortion and movement

  • Noise + texture layers: print short textures, then gate them rhythmically:
  • - Use Auto Filter + Gate

  • Aggressive mid-bass control:
  • - Multiband Dynamics (careful): tame 200–2k if it’s honky

    - Or resample and EQ like it’s a sample (often faster and cleaner)

  • Drum darkness: reduce “pretty air,” push “knife-edge attack”
  • - Small dip around 10–14 kHz on harsh tops

    - Add Saturator or Roar (if you have it) on drum bus, then resample

  • Tension notes: use bass transposition up +1 or +2 semitones in fills for dread
  • ---

    6. Mini practice exercise (25–40 minutes) ⏱️

    1. Import a reference at 174 BPM (Warp Off).

    2. Add locators: intro, drop, switch, drop 2.

    3. Build:

    - Kick + snare pattern (1 bar)

    - Tops groove (1 bar)

    - Bass synth pattern (2 bars)

    4. Resample:

    - Print 8 bars of bass → create 3 audio variations (reverse / filter / stutter).

    - Print 16 bars of the drop bus → extract one fill + one impact moment.

    5. Arrange 1 minute following the reference energy map.

    Deliverable: a 1-minute sketch with at least 2 bass variations and 2 fills, all built via resampling.

    ---

    7. Recap ✅

  • Use a reference as an energy + arrangement blueprint, not a copy guide.
  • Level match your reference with Utility so decisions are honest.
  • Build core drums/bass, then resample early to commit and move faster.
  • Treat resampled audio as your main creative material: chop, warp, reverse, filter, stutter.
  • Resample buses (like `DROP BUS`) to generate transitions and fills quickly—very authentic to DnB/jungle workflows.

If you want, tell me what substyle you’re targeting (roller, neuro, jungle, jump-up, dark minimal) and I’ll give you a reference checklist + exact 32-bar arrangement template tailored to it.

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Title: Reference track workflows from scratch with resampling only (Intermediate)

Alright, welcome in. Today we’re doing an intermediate drum and bass workflow in Ableton Live, and the rule is simple: we only print using resampling. No freezing, no flattening, no “I’ll just bounce this one thing real quick” shortcuts. We’re going to commit to audio early, on purpose, and use that commitment to move faster and get more creative.

The focus is workflow. Reference-driven workflow, specifically. You’ll use a reference track as an energy and arrangement map, build your drums and bass from scratch, then resample into audio loops and turn those loops into variations, fills, and a quick arrangement sketch.

By the end, you should have a rolling DnB loop turned into a one-and-a-half to two-and-a-half minute idea with an intro, a drop, a mini-break, and a second drop. Not perfect, not mastered, but undeniably a track direction with momentum.

Let’s start with Step Zero: pick a reference.

Choose one track that’s close to your target vibe. Rolling minimal, jungle-leaning, dark and heavy, whatever. The key is: don’t pick a track that’s so different you end up chasing the wrong aesthetic. Drag that reference audio into Arrangement View on a track named REF.

Now here’s a detail that really matters. Click the reference clip and turn Warp off. You want the original audio, not time-stretched artifacts changing the tone. Then drop a Utility on the REF track and set the gain to about minus six dB as a starting point.

Teacher note: this is not about being quiet. This is about being honest. If the reference is louder than your track, your brain will think it’s better. You’ll start boosting highs, smashing limiters, and “mixing” with volume instead of tone. So we level match first, and we keep it that way.

Next, set up a fast A/B system.

The simple version is you just mute and unmute the reference track, and you keep your master peaking around minus six while writing. That works.

The better version is: group all your music channels into a group called MIX BUS. Keep REF outside that group. On the Master, put a Limiter just as protection, ceiling around minus 0.3, and add a Spectrum for quick low-end checks.

When you compare, you’re going to solo the MIX BUS, then solo the REF. Never both together.

And here’s an extra coach move: don’t A/B every ten seconds. That can actually slow you down and make you second-guess everything. Instead, pick two or three anchor moments in your reference. For example: the first four bars of the drop, the loudest fill, and the mini-break. Those are your checkpoints. You build for a while, then you compare at anchors. It’s way faster, and your decisions get clearer.

Now set tempo and markers like a producer.

DnB usually lives around 172 to 176 BPM. Set 174. Then play the reference and drop locators where you feel the sections change: intro, drop, switch or mini-break, second drop, outro.

Quick structure cheat code: 16 bars intro, 32 bars drop, 8 to 16 bars switch, 32 bars second drop. You can break rules later. Right now we want a solid skeleton.

Now we build drums. Step three: kick and snare foundation.

Create a MIDI track called DRUMS CORE. Add a Drum Rack. Pick a short punchy kick, and a snare that has a strong transient and that classic DnB presence, usually somewhere in that 200 Hz to 2 kHz zone.

Program a basic one-bar pattern at 174. Kick on 1.1. Snare on 1.2 and 1.4. Optionally an extra kick around 1.3.3 if you want more drive.

Now add a simple stock chain. Drum Buss first. Drive somewhere like 5 to 15 percent, taste-based. Keep Boom conservative because in drum and bass, the real sub weight usually belongs to the bass, not the kick. Then EQ Eight: if the kick is boxy, lightly dip 250 to 400 Hz. If the snare is dull, a gentle high shelf around 7 to 10 kHz can help. Then Glue Compressor, light. Attack around 3 milliseconds, release on Auto, ratio 2 to 1, and only one to two dB of gain reduction.

Teacher note: if you’re not getting impact, don’t instantly stack five processors. Usually it’s sample choice, volume balance, and transient clarity. DnB “smack” is simple, but it’s not forgiving.

Next: tops and groove.

Create another MIDI track called TOPS. You can use another Drum Rack or simpler instruments. Build a 16th-note closed hat pattern, but don’t leave it rigid. Add open hats on offbeats, maybe a ride layer, maybe a couple percs or little foley hits.

For groove, you have two main options. Use the Groove Pool with a Swing 16 groove at about 10 to 20 percent, or manually nudge hats a few milliseconds late. Like one to eight milliseconds. That tiny timing offset is a huge part of “rolling.”

And here’s a deeper groove tip: drum and bass swing often comes from layers disagreeing slightly. Hats slightly late. Ghost snare slightly early. A perc loop with groove pool swing. That push-pull creates motion, and once you resample and chop, it becomes even more alive.

On the TOPS channel, do a quick cleanup chain. Auto Filter high-pass, 24 dB slope, somewhere around 200 to 400 Hz to keep the low end clean. Saturator with soft clip, two to six dB drive for energy. Utility for width if needed, but keep it clean. And a tiny reverb, very short decay, and make sure the reverb has high-pass so it doesn’t fog up the low mids.

Now bass. This is the big one, because we’re going to treat resampling like our instrument.

Create a MIDI track called BASS SYNTH. Use Wavetable or Operator. For a Reese-ish rolling bass, try two saw-ish oscillators slightly detuned, maybe a little unison, and a low-pass 24 dB filter with a bit of drive.

Then give it movement. Add an LFO to the filter cutoff, synced around one-quarter or one-eighth, subtle amount. Add just a hint of FM or warping for grit, but don’t destroy it yet.

Write a one- or two-bar pattern that rolls. Keep the sub notes disciplined. DnB low-end loves consistency. If you’re constantly changing root notes or writing super long sub tails, you’ll spend the whole session fighting your own bass.

On the bass chain: EQ Eight with a high-pass around 25 to 30 Hz just to remove rumble. If it’s muddy, a small dip around 200 to 350 Hz can help. Then Saturator, three to eight dB drive with soft clip. Compression only if you need gentle leveling.

Now we set up resampling properly.

Create an audio track named RESAMPLE. Set Audio From to Resampling. Set monitoring to Off. Arm it.

Important: resampling captures what you’re hearing, including what your Master is doing. So here’s a pro safety setup you can use: on the Master, create an Audio Effect Rack with two chains. One called WRITE, where you keep your limiter for protection. Another called PRINT, where the limiter is off and maybe there’s just a Utility at minus three dB. Macro-map the chain selector so you can flip quickly.

And another simple rule that saves you from pain: aim for your printed clips to peak around minus six to minus three dBFS. If you print too hot, every warp, fade, and saturation later will clip and it becomes a cleanup session instead of a creative session.

Now let’s do the main move: print the bass.

Solo BASS SYNTH. Record about eight bars into RESAMPLE. Stop, and consolidate that recording into a clean clip. Name it something that tells the truth.

Here’s the vibe for naming: include tempo, key, length, and what you changed. Like “BASS_174_Amin_8B_LP24_LFO1-8_SAT5_PRINT01”. It’s not obsessive, it’s future-you being able to work fast without mystery audio.

Now create two audio tracks: BASS MAIN AUDIO and BASS FX AUDIO. Drag your printed bass clip into BASS MAIN.

This is where the resampling-only workflow turns into speed. You’re going to create variations without touching MIDI.

Duplicate the clip, then try a few fast edits. Reverse a tiny chunk, like one-eighth or one-sixteenth, for glitchy pull. Use Beat Repeat for short stutters. Add Auto Filter and automate it for “wah” moments. Use Frequency Shifter subtly for a metallic edge.

If you build a crazy effects chain and it starts getting CPU-heavy or it feels too “plugin-y,” resample again. That’s the whole mindset: make a cool moment, print it, move on.

Quick warp tip: be careful warping bass with Complex Pro. It can smear low end. Try Beats mode for rhythmic bass loops, or keep warp minimal. You can also do a cool advanced trick here: take the same printed bass and make three duplicates with different warp modes. Beats for crunchy gating, Tones for smoother sustained notes, Texture for foggy smear. Blend the weird ones super quietly under the main for motion without new instruments.

Optional, but very DnB: add a break layer.

Create an audio track called BREAK. Drop in a breakbeat loop or your own chopped break. High-pass around 150 to 250 Hz so it doesn’t fight kick and bass. Tighten it with Drum Buss or Glue if needed.

Then do the same resampling discipline: solo BREAK, record eight bars into RESAMPLE, and now you’ve got a break print you can slice for fills quickly.

Now arrangement. This is where the reference track becomes your blueprint.

Use your locators and build: intro, drop, mini-break, second drop.

Intro, 16 bars: tops only, maybe filtered. Tease the snare with reverb throws. Maybe a hint of bass texture, but high-passed so it’s more like atmosphere than low end.

Drop, 32 bars: full drums and bass. Keep the first eight bars relatively clean. Then add a fill at bar eight and a bigger fill at bar sixteen. Remember, you’re matching density and tension, not copying notes.

Mini-break or switch, 8 to 16 bars: pull out the kick for two to four bars, keep snare and atmosphere. Filter the bass down, then slam it back.

Second drop, 32 bars: same core groove, but a new bass variation. This is where you can do that “two-stage drop” trick: first 16 simpler, second 16 more energy. Add a ride layer, add a bass response edit, add ghost notes, anything that increases density without changing the whole identity.

If you want to get very systematic, map your reference in “density lanes.” Every eight bars, rate drum density, bass complexity, high-frequency presence, and how often FX happens. Then match the shape of those curves with your own material. It’s an insanely effective way to get pro-feeling arrangement fast.

Now sidechain, DnB style.

On BASS MAIN AUDIO, add a Compressor. Turn on sidechain, choose the kick track or DRUMS CORE as the input. Ratio around 4 to 1. Attack super fast, like 0.3 to 3 milliseconds. Release around 40 to 120 milliseconds depending on how long your bass is. Aim for two to five dB of gain reduction on kick hits.

Also, don’t forget: because you’re in audio now, you can do super clean volume automation edits right on the clip. Sometimes a tiny clip gain dip is cleaner than heavy sidechain compression.

Now the power move: resample your drop bus.

Group your core drop elements into a group called DROP BUS. Usually drums, bass, and break layer. Solo DROP BUS. Record 16 bars into RESAMPLE. Consolidate and name it DROP_PRINT_01.

Now you can create fills and transitions ridiculously fast. Chop a one-bar fill from the print. Reverse the last quarter bar before a drop. Stutter the entire drop for one beat. Find a happy accident, like a flammed hat or a distortion tick, consolidate that tiny slice, and use it as a signature sound every eight bars.

And here’s a sneaky arrangement trick: energy automation with clip gain envelopes. Instead of adding layers, draw gain. Push plus one dB in the last two beats before a fill, then pull minus one dB right after the fill so the next ramp feels bigger. When you resample buses, this kind of macro energy shaping really reads.

Two final quality control reminders before we wrap.

One: keep your sub mostly mono. Below about 120 Hz, use Utility width close to zero to 30 percent. Wide sub can feel exciting in headphones and then disappear or distort in the real world.

Two: don’t resample the master while the limiter is smashing. That commits distortion you can’t undo. Use that master PRINT chain when you record important prints.

Okay. Mini practice run you can do in 25 to 40 minutes.

Import a reference, warp off, level match with Utility. Add locators for intro, drop, switch, drop two. Build a one-bar kick and snare pattern, one-bar tops groove, and a two-bar bass pattern.

Then resample with intention. Print eight bars of bass, and make three variations purely from audio edits: maybe reverse, filter, and stutter. Then print 16 bars of the drop bus and extract one fill and one impact moment.

Arrange one minute following the reference energy map, and do an A/B check only at three anchor moments. Adjust so your low end doesn’t jump when switching.

Recap to lock it in.

Reference tracks are an energy and arrangement blueprint, not a copying guide. Level match so you’re not chasing loudness. Build core drums and bass, then resample early and commit. Treat audio as your main creative material: chop, warp, reverse, filter, stutter. And resample buses like DROP BUS to generate fills and transitions fast, which is basically the DNA of classic jungle and DnB workflow.

If you tell me what substyle you’re aiming for, like roller, neuro, jungle, jump-up, or dark minimal, I can suggest specific anchor moments to pick in your reference and a tight 32-bar event map so your arrangement evolves in the exact way that style expects.

mickeybeam

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