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Track freeze strategies masterclass without third-party plugins (Advanced)

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Track Freeze Strategies Masterclass (Stock Ableton Only) — Drum & Bass Workflow 🚀

1. Lesson overview

Freezing in Ableton Live isn’t just “save CPU.” In Drum & Bass, it’s a creative workflow weapon: you lock down micro-edits, print resampling stages, and keep your session fast + decisive while still sounding huge.

In this lesson you’ll learn advanced, practical freeze strategies tailored to DnB/jungle production—using only Ableton stock devices (no third-party plugins), with clear decision points for when to Freeze vs Flatten vs Resample.

---

2. What you will build

You’ll build a rolling DnB loop → drop-ready 32-bar skeleton where:

  • Drums are in tight groups (kick/snare, tops, breaks)
  • Bass is a 2-stage resample chain (clean → dirty)
  • FX + fills are printed from return tracks for arrangement control
  • Everything heavy gets frozen strategically so your CPU stays chill 😎
  • Deliverables:

  • A frozen drum group with printed transient control
  • A printed Reese / neuro-ish bass using stock saturation + filtering
  • Audio “freeze prints” you can chop for fills, switchups, and reloads
  • ---

    3. Step-by-step walkthrough

    A) Set up a DnB-ready session template (5 minutes)

    Project settings

  • Tempo: 172–176 BPM
  • Global Groove: keep off for now (we’ll micro-swing later on hats/shuffles)
  • Track layout (recommended)

    1. DRUMS (Group)

    - Kick

    - Snare

    - Tops (hats/shakers)

    - Break (Amen/chops)

    2. BASS (Group)

    - SUB (clean)

    - MID (dirty/resampled)

    3. MUSIC (Group) (pads, stabs, atmos)

    4. FX (Group) (rises, impacts, noise)

    5. PRINT / RESAMPLE (Audio) (very important)

    Returns

  • A: Short Room (Reverb)
  • B: Long Verb (Reverb)
  • C: Delay (Echo)
  • D: Drum Crush (Saturator/Drum Buss)
  • > Why this matters: Freeze becomes most powerful when your session is already organized for printing.

    ---

    B) Freeze Strategy #1: “Commit the transient stack” (Kick + Snare) 🥁

    DnB drums often stack multiple layers + transient shaping. That eats CPU and encourages endless tweaking.

    Kick track device chain (example)

    1. EQ Eight

    - HP at 25–30 Hz (steep if needed)

    - Gentle dip around 250–400 Hz if boxy

    2. Drum Buss

    - Drive: 3–8%

    - Boom: 0–10% (careful in DnB—sub is sacred)

    - Transients: +10 to +25

    3. Saturator

    - Mode: Analog Clip

    - Drive: 1–3 dB

    - Soft Clip: ON

    4. Glue Compressor

    - Attack: 10 ms

    - Release: Auto

    - Ratio: 2:1

    - GR: 1–2 dB

    Snare track device chain (example)

    1. EQ Eight

    - HP at 120–180 Hz

    - Boost 200 Hz if body needed (small, wide Q)

    - Presence at 2–4 kHz

    2. Drum Buss

    - Transients: +15 to +35 (DnB snap)

    3. Saturator (if needed)

    4. Limiter (only for safety; don’t squash)

    When to Freeze

  • You’ve got the tone + transient shape right and you’re moving into arrangement.
  • Steps

    1. Right-click KickFreeze Track

    2. Same for Snare

    3. Keep them frozen while you arrange the drop.

    Optional “print for editing”

  • Right-click → Flatten only when you want to:
  • - Chop/replace sections

    - Reverse tails

    - Create snare fills from the printed audio

    > Pro workflow: Freeze early on kick/snare, but don’t flatten until you need destructive edits.

    ---

    C) Freeze Strategy #2: “Tops + swing locked” (Hats/Shuffles) ✨

    High-frequency percussion often has:

  • Multiple MIDI patterns
  • Random/velocity devices
  • Autofilter movement
  • Modulated reverbs
  • Tops chain (example)

    1. Auto Filter

    - HP at 200–400 Hz

    - LFO Amount: 5–15%

    - Rate: 1/8 or 1/16 (sync)

    2. EQ Eight

    - Notch any harshness at 6–10 kHz

    3. Utility

    - Width: 130–160% (careful: keep hats controlled)

    4. Reverb (light)

    - Decay: 0.4–0.9 s

    - Predelay: 10–25 ms

    - HP/LP: keep it tight

    Freeze move

  • Once the groove feels right, Freeze the Tops track to prevent “micro-edit syndrome.”
  • Advanced: Freeze variations

  • Duplicate the Tops track:
  • - TOPS A (main groove) → Freeze

    - TOPS B (busier 16ths/rolls) → Freeze

  • Now you can arrangement-toggle between A/B quickly.
  • ---

    D) Freeze Strategy #3: Break processing as a “printable instrument” (Amen/jungle chops) 🧨

    Break processing chains can get heavy fast—especially when you’re doing transient shaping, saturation, filtering, and parallel smash.

    Break track chain (example)

    1. Warp: Complex Pro (or Beats if you like gritty)

    2. EQ Eight

    - HP at 80–120 Hz (let your kick/sub own the low end)

    3. Drum Buss

    - Drive: 5–15%

    - Crunch: 5–20

    4. Redux (optional, jungle grit)

    - Downsample: 2–6

    - Bit Reduction: 0–2 (subtle)

    5. Glue Compressor

    - Attack: 3 ms

    - Release: 0.1–0.3 s

    - GR: 2–5 dB

    ✅ Freeze the break once you like the texture.

    Flatten for chop workflow

  • Flatten the break and slice the audio:
  • - Make a quick 1-bar fill by chopping to 1/16ths

    - Reverse the last snare hit into the drop

    - Add a tiny gap before bar 1 (classic DnB inhale)

    > Freeze = lock tone. Flatten = start treating it like raw material.

    ---

    E) Freeze Strategy #4: Bass resampling without third-party plugins (clean → dirty) 🔥

    This is the big one for DnB.

    #### Stage 1: SUB (clean + stable)

    SUB track

  • Instrument: Operator
  • - Osc: Sine

    - Mono: ON

    - Glide: 0–30 ms (taste)

  • Device chain:
  • 1. EQ Eight

    - Lowpass around 120–180 Hz if needed

    2. Compressor (sidechain from Kick)

    - Ratio 4:1

    - Attack 0.5–3 ms

    - Release 40–90 ms

    - Adjust to taste

    Do NOT freeze too early

  • Keep SUB editable because it’s tied to arrangement and kick relationship.
  • #### Stage 2: MID (dirty/resampled)

    MID track can be Wavetable/Operator/Analog—anything stock.

    Example MID chain

    1. Wavetable

    - 1–2 oscillators, some unison

    2. Auto Filter

    - Bandpass or Lowpass with envelope movement

    3. Saturator

    - Drive 3–10 dB, Soft Clip ON

    4. Amp (great for bite)

    - Type: Rock or Bass

    - Drive to taste

    5. EQ Eight

    - Cut mud 200–500 Hz

    - Control fizz 6–10 kHz

    6. Multiband Dynamics

    - Use as gentle control (don’t OTT to death)

    - Start with OTT preset then back off:

    - Depth 20–40%

    - Time 80–120%

    7. Utility

    - Bass Mono: 120 Hz

    Freeze point

  • When the movement + tone is right but you want to:
  • - Chop rhythms (triplets/1/16s)

    - Create call/response

    - Build 8-bar variations fast

    Best practice: Freeze → Flatten → Chop

    1. Freeze the MID track

    2. Flatten it to audio

    3. Now do audio edits:

    - Gate-like chops using clip fades

    - Reverse tails

    - Duplicate tiny bits for “reese hiccups”

    - Create bar 4/8/16 switchups

    #### Stage 3: Resample the bass bus (optional but powerful)

    If your BASS Group has group processing (Glue, Saturator, etc.), print it:

    1. Create an audio track: PRINT BASS

    2. Set Audio From: BASS (Post-FX)

    3. Arm PRINT BASS, record 8–16 bars of the drop bass

    4. Now mute original MID and use the printed audio for arrangement

    This turns your bass into a sample you can perform.

    ---

    F) Freeze Strategy #5: Return tracks → “print FX for arrangement control” 🌫️

    DnB thrives on moment FX: reverbs throws, delays, impacts, noise sweeps. If you keep them live, you’re stuck with automation spaghetti.

    Set up a “PRINT FX” audio track

  • Audio From: Resampling
  • Monitor: IN (or Auto + arm)
  • Workflow

    1. Solo the element + its return throw (e.g., snare to long verb)

    2. Record a few bars into PRINT FX

    3. Chop the best tails and place them before fills/transitions

    Stock device suggestions

  • Reverb for rooms/plates
  • Echo for dubby throws
  • Auto Filter for telephone sweeps
  • Grain Delay for glitchy jungle moments (subtle!)
  • Utility for quick mono checks
  • ---

    G) Arrangement: Freeze to move faster through 32 bars 🧱

    Here’s a practical 32-bar DnB drop structure where freezing helps:

  • Bars 1–8: Main groove (frozen kick/snare/tops)
  • Bars 9–16: Add break layer + slight bass variation (freeze/flatten MID for variation)
  • Bars 17–24: Switchup (new bass chop pattern from printed audio)
  • Bars 25–32: “Reload tease” (mute drums 1/2 bar, print FX tail, slam back)
  • Rule of thumb

  • Freeze during sound design completion
  • Flatten during arrangement and performance edits
  • Resample during creative printing (FX, bass bus, fills)
  • ---

    4. Common mistakes

    1. Freezing too late

    You keep 40 devices live until the CPU melts, then you’re forced to commit in panic mode.

    2. Flattening too early

    You lose MIDI flexibility (especially risky for sub and groove elements).

    3. Forgetting sidechain relationships

    If you print/resample bass, ensure the printed audio still plays nicely with the kick—often you’ll need a Compressor sidechain on the printed bass too.

    4. Printing return FX without filtering

    Huge reverb tails can destroy drop clarity. Use EQ Eight on returns (HP at 200–400 Hz often).

    5. Not naming prints

    “Audio 37” will ruin your life. Name clips like `MID_BASS_PRINT_BARS1-8_A`.

    ---

    5. Pro tips for darker/heavier DnB 🖤

  • Freeze “distortion stages” separately
  • Print a clean mid bass, then duplicate and process the duplicate harder. Blend. This keeps heaviness controlled.

  • Use Saturator + Amp as your stock “neuro dirt”
  • - Saturator (Analog Clip) into Amp (Rock) is a nasty combo.

    - Keep a Utility after to trim gain and mono below 120 Hz.

  • Parallel crush with Drum Buss
  • On a return:

    - Drum Buss Drive 10–25%

    - Transients slightly down (if too clicky)

    - Blend return subtly for density

  • Freeze micro-edits into “performance clips”
  • Once your bass chops are audio, consolidate 1–2 bar phrases and treat them like LEGO blocks:

    - `A1`, `A2`, `B1`, `Fill1`

    This is how you build fast, dark rolling arrangements.

  • Mono-check constantly
  • Add Utility on your Master (temporarily):

    - Width 0% to check mono compatibility

    Don’t leave it on when exporting.

    ---

    6. Mini practice exercise (15–25 minutes)

    Goal: Create a 16-bar rolling drop using freeze/flatten intentionally.

    1. Build a 2-step kick/snare pattern + hats + one break layer.

    2. Add a basic Operator subline following root notes.

    3. Create a Wavetable mid bass with movement (Auto Filter + Saturator).

    4. Freeze Kick + Snare + Tops when they feel right.

    5. Freeze → Flatten the MID bass.

    6. Chop the bass audio into a bar 8 fill (reverse the last 1/8 note + add a reverb tail print).

    7. Print one FX moment:

    - Record a snare long-verb throw into PRINT FX

    - Place it before bar 9

    Deliverable: 16 bars that play smoothly without CPU spikes and with at least one printed FX tail and one bass audio variation.

    ---

    7. Recap ✅

  • Freeze is a commitment tool, not just CPU saving.
  • In DnB, the best freeze targets are:
  • - Kick/Snare transient stacks

    - Tops/shuffles once groove is locked

    - Break processing chains

    - Mid-bass sound design stages

    - Return FX throws (print them!)

  • Use:

- Freeze to lock decisions

- Flatten to start editing audio like a weapon

- Resampling to print buses and FX for arrangement control

If you want, tell me your current bottleneck (CPU, decision fatigue, or messy arrangement), and I’ll suggest a freeze/print template specifically for your style (rollers, jungle, neuro, halftime).

```

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Welcome to the Track Freeze Strategies Masterclass for drum and bass workflow, stock Ableton only. No third-party plugins, no secret sauce… just smart committing, smart printing, and a session that stays fast even when the sound gets heavy.

Here’s the mindset shift: freezing in Ableton isn’t just “save CPU.” In drum and bass, freezing is a creative weapon. It’s how you lock micro-edits, turn sound design into playable audio, and stop the endless tweaking loop so you can actually finish the drop.

By the end, you’ll have a rolling loop turned into a drop-ready 32-bar skeleton where the drums are grouped and tight, the bass is built in clean-to-dirty stages, and your biggest FX moments are printed as audio so you can place them like intentional hooks instead of drowning in automation.

Before we touch anything, let’s set up a DnB-ready session template. Put your tempo in the 172 to 176 BPM range. Leave global groove off for now; we’ll do micro-swing later where it matters, like hats and shuffles.

Now layout your tracks like a producer who plans to print. Make a DRUMS group with kick, snare, tops, and a break track. Make a BASS group with a SUB track and a MID track. Then a MUSIC group for pads or stabs, an FX group for risers and impacts, and most important: a dedicated PRINT or RESAMPLE audio track. That print track is your commitment lane. It’s where ideas become arrangement pieces.

Set up return tracks too: a short room reverb, a long reverb, a delay using Echo, and a drum crush return using something like Saturator or Drum Buss. The reason returns matter in a freezing lesson is simple: the moment you start printing FX tails, arrangement gets easier and cleaner.

Quick coach note before we dive into strategies: freezing isn’t binary. You want to know what you’re committing. Are you committing tone, like EQ and saturation choices? Are you committing rhythm, meaning timing and groove are locked? Or are you committing space, like reverb and delay throws? Start putting that in track names. For example, “TOPS groove locked” or “MID tone locked.” That tiny habit kills second-guessing later.

Also, do a 30-second pre-freeze hygiene check whenever you’re about to commit a track. One: gain stage so your frozen print won’t clip. A Utility at the end is perfect; aim for peaks around minus six dB. Two: turn off any random modulators you don’t actually intend to print, like drifting LFO randomness or velocity randomization that changes every playback. Three: if it’s audio, check warp mode, because freezing will cement that choice.

Alright. Strategy one: commit the transient stack on kick and snare.

In DnB, kick and snare often have layers, transient shaping, saturation, glue compression… and they’re the easiest place to waste time. You get them feeling great, then you keep poking them for another hour because they’re always right there. So we freeze them early, on purpose.

On a kick, a typical stock chain might be EQ Eight first: high-pass around 25 to 30 Hz if you need to clean rumble, and maybe a gentle dip around 250 to 400 if it’s boxy. Then Drum Buss with a little drive, and transient up for extra snap. Boom is optional, but be careful: in DnB the sub region is sacred, and fake low-end can mess with your actual sub. Then a Saturator in Analog Clip mode, soft clip on, just a couple dB of drive. Then Glue Compressor, maybe 10 millisecond attack, auto release, 2:1, just kissing one or two dB of gain reduction.

On the snare, EQ Eight: high-pass somewhere like 120 to 180 Hz, a gentle wide bump around 200 if you need body, and some presence around 2 to 4k. Drum Buss again for transients, Saturator only if it needs hair, and a Limiter purely as a safety net, not to squash.

When do you freeze? The moment the tone and transient shape are right and you’re about to move into arrangement. Right-click the kick, Freeze Track. Same for snare. And here’s the key: keep them frozen while you build the drop. You’re not allowed to reopen that rabbit hole unless the mix forces you to.

When do you flatten? Only when you need destructive edits. Like chopping out sections, reversing tails, or turning a snare tail into a fill. Freeze keeps it reversible. Flatten turns it into raw material.

Strategy two: tops and swing locked.

High-frequency percussion tends to be a trap because it’s full of tiny decisions: multiple MIDI patterns, velocity variations, filter LFOs, little reverbs. A basic tops chain could be Auto Filter high-pass around 200 to 400, add a subtle synced LFO, maybe 1/8 or 1/16. Then EQ Eight to notch harshness in the 6 to 10k zone. Utility for width, but don’t go crazy; wide hats are cool until they smear your mix. Then a small reverb, short decay, some pre-delay, and filter the verb so it stays tight.

Once the groove feels right, freeze the tops track. You’re basically telling yourself: the pocket is locked. We’re arranging now, not endlessly nudging hi-hat velocity.

Advanced move: duplicate the tops. Make TOPS A as the main groove and TOPS B as a busier pattern, like extra 16ths or a roll. Freeze both. Now you can A/B your density instantly during arrangement without any CPU spikes or reprogramming.

Strategy three: treat break processing like a printable instrument.

Breaks can be heavy, especially with warp modes, transient shaping, saturation, and parallel smash. Pick your warp mode deliberately. Complex Pro if you want smoother time-stretching, Beats if you want gritty artifacts. Then EQ Eight, high-pass around 80 to 120 so your kick and sub own the low end. Drum Buss can add drive and crunch. Redux is optional for jungle grit; keep it subtle unless you want it obviously degraded. Then Glue Compressor, faster attack like 3 ms, release around 0.1 to 0.3 seconds, two to five dB of gain reduction to bring the break forward.

Freeze the break once you like the texture. That locks the sound. Then, when you’re ready for chop workflow, flatten it. Now you can slice it as audio: 1-bar fills chopped into 1/16ths, reverse the last snare into the drop, and add that classic tiny gap before bar one—the inhale before the punch.

Remember the rule: freeze locks tone. Flatten turns it into raw material.

Strategy four: bass resampling without third-party plugins. This is the big one.

We’ll think in stages: clean sub stays editable, mid-bass gets committed and chopped.

Stage one is SUB. Use Operator, sine wave, mono on. Add a touch of glide if you want it. Your chain is simple: EQ Eight if you need a low-pass around 120 to 180, then sidechain compression from the kick. Ratio around 4:1, fast attack, release somewhere like 40 to 90 milliseconds. Adjust to taste.

Important: do not freeze the sub too early. The sub is married to the kick. As your arrangement changes, the sub notes, lengths, and relationship to the kick might need tweaks. Keep it flexible.

Stage two is MID, the dirty, resampled part. Start with a stock instrument like Wavetable. Add movement with Auto Filter, maybe bandpass or lowpass with envelope. Then Saturator, soft clip on, drive it. Add Amp after it—Rock or Bass types can give you that bite that sits in DnB. Then EQ Eight to cut mud around 200 to 500 and control fizz around 6 to 10k. Multiband Dynamics can be used gently; yes, you can start from the OTT preset, but pull it back. Depth around 20 to 40 percent is usually plenty. Then Utility with bass mono at 120 Hz.

When do you freeze the mid-bass? When the movement and tone are right, and you want to chop rhythms, create call and response, or build variations fast.

Best practice: freeze, then flatten, then chop. Freeze the MID track. Flatten to audio. Now you can do audio edits that feel like performance: gate-like chops using clip fades, reverse tails, duplicate tiny bits for reese hiccups, and create switchups at bar 4, 8, or 16 without touching the synth again.

Optional stage three: resample the bass bus. If your BASS group has processing like Glue or saturation and you want that as one performable stem, create an audio track called PRINT BASS. Set Audio From to the BASS group, post-FX. Arm it and record 8 to 16 bars of your drop bass. Then mute the original MID and arrange with the printed audio.

One huge warning here: sidechain relationships. If you print your bass, you often need to add sidechain compression to the printed audio too, because the pumping relationship to the kick still has to happen in the mix.

Also, protect the sub. Treat the mid print like it’s not allowed below 120 Hz. High-pass it with EQ Eight using a steeper slope. This prevents sub duplication and keeps your low end predictable.

Strategy five: print return FX for arrangement control.

DnB thrives on moment FX: reverb throws, delay throws, impacts, noise sweeps. If you keep all of that live, you end up with automation spaghetti and a session that feels fragile.

Make a dedicated audio track called PRINT FX. Set Audio From to Resampling. Monitor in, or monitor auto with arm, whichever you prefer.

Now the workflow: solo the element and its return throw, like a snare sending to long verb. Record a few bars into PRINT FX. Then chop the best tails and place them right before fills and transitions. You’re creating intentional audio moments you can move around like samples.

And filter your returns. Put EQ Eight on the return channels and high-pass reverb around 200 to 400 Hz often. Big low reverb tails will destroy drop clarity faster than you think.

Now let’s talk arrangement: how freezing helps you get through 32 bars without stalling.

Here’s a practical structure. Bars 1 to 8: main groove, with frozen kick, snare, and tops. Bars 9 to 16: add the break layer and introduce a slight bass variation by chopping your flattened mid-bass. Bars 17 to 24: a switchup, using a new chop pattern from printed bass audio. Bars 25 to 32: the reload tease—mute drums for half a bar, let a printed FX tail carry the energy, then slam back in.

Rule of thumb: freeze during sound design completion. Flatten during arrangement and performance edits. Resample during creative printing, like FX and buses.

Now, some common mistakes to avoid.

First, freezing too late. If you keep forty devices live until the CPU melts, you’ll commit in panic mode, and your prints will be messy. Freeze earlier, when the decision is good enough.

Second, flattening too early. You lose MIDI flexibility, and that’s especially risky on the sub and groove elements.

Third, forgetting sidechain relationships when you print. Your printed bass might need its own sidechain to the kick.

Fourth, printing return FX without filtering. Reverb tails can take over your mix if you don’t high-pass them.

Fifth, not naming prints. “Audio 37” is how projects die. Name things like “MID_BASS_PRINT_BARS1-8_A” so future-you can work fast.

Let’s add a couple pro techniques for darker, heavier DnB.

Try freezing distortion stages separately. Print a clean mid-bass first. Duplicate it, process the duplicate harder with Saturator into Amp, then blend. This gives you heaviness with control, and you can change the balance later without reopening a massive chain.

Another trick: use freeze as a versioning system. Duplicate a track, change one idea, freeze both. Now you can A/B bass ideas in full context while CPU stays stable. Label them clearly, like BASS_MID_A frozen and BASS_MID_B frozen.

And here’s a workflow that mirrors how a lot of pros actually finish tracks: keep a muted DESIGN lane and a PLAY lane. The DESIGN lane is your editable synths and chains. The PLAY lane is your frozen or flattened audio, the stuff you arrange with. That way you’re not constantly unfreezing just to tweak a tiny thing. You’re composing with audio, but you still have an escape hatch.

One more advanced move: group freeze strategy. Freeze the child tracks first, and keep the group bus live. That way your drum bus compression or overall drive can still breathe and be automated, while the heavy per-track chains are already committed.

Now let’s do a mini practice exercise you can complete in about 15 to 25 minutes.

Goal: create a 16-bar rolling drop using freeze and flatten intentionally.

Build a two-step kick and snare pattern, add hats, add one break layer. Add an Operator subline following root notes. Create a Wavetable mid-bass with movement using Auto Filter plus Saturator. Then freeze kick, snare, and tops when they feel right. Freeze and flatten the mid-bass. Chop the bass audio into a bar 8 fill: reverse the last eighth note, and add a printed reverb tail.

Then print one FX moment: record a snare long-verb throw into PRINT FX and place it before bar 9.

Your deliverable is simple: 16 bars that play smoothly with no CPU spikes, and you must have at least one printed FX tail and one bass audio variation.

If you want to level this up as homework, build a full 32-bar drop where every major section change is driven by printed audio, not new devices. Make two mid-bass designs, freeze and flatten both, and extract clips named A_MAIN, A_SWITCH, A_FILL, and the same for B. Print three FX moments, including at least one return-tail print. And keep a DESIGN lane muted alongside your PLAY lane so you can revise without destroying momentum.

Final recap. Freeze is a commitment tool, not just CPU saving. The best freeze targets in drum and bass are kick and snare transient stacks, tops once the groove is locked, break processing chains, mid-bass sound design stages, and return FX throws that you print into audio.

Freeze to lock decisions. Flatten to start editing audio like a weapon. Resample to print buses and FX so arrangement becomes fast, clean, and intentional.

If you tell me what your bottleneck is right now—CPU overload, decision fatigue, or messy arrangement—I can suggest exactly what to keep editable and exactly what to commit, plus a clean DESIGN versus PLAY template for your specific DnB style.

mickeybeam

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

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