Drum Programming

Drums are the heartbeat of almost every modern track. In this lesson you'll learn what each drum does, how the step grid works, and how to build your first beat one sound at a time.

The Drum Kit and What Each Piece Does

Drum programming means creating drum parts with software or a drum machine instead of recording a drummer. Each sound in a programmed kit has a clear job.

SoundRoleWhere it sits
Kick (bass drum)The pulse. Marks the strong beats and drives the groove.Body 50–100 Hz, click 2–5 kHz
SnareThe backbeat. Usually on beats 2 and 4. Gives the "crack".Body 150–250 Hz, snap 2–6 kHz
ClapLike a snare, but softer and wider. Common in house, trap and pop. Often layered with the snare.About 1–3 kHz
Closed hi-hatKeeps time. Short "tick" that sets the rhythmic subdivision (8ths or 16ths).6 kHz and up
Open hi-hatA longer "tsss". Adds lift, often on the off-beats.6 kHz and up
TomsPitched drums used mostly for fills.80–500 Hz depending on size
PercussionShakers, congas, rimshots, cowbells. Adds color and groove between the main hits.Varies
Cymbals (crash, ride)A crash marks the start of a new section. A ride keeps time like a hi-hat but with more ring.3 kHz and up
Note

Kick, snare and hi-hat do most of the work in nearly every genre. Learn to program those three well before adding anything else.

The 16-Step Grid

Most drum programming happens on a step sequencer or a piano roll set to a grid. The standard grid splits one bar of 4/4 into 16 steps. Each step is a 16th note, and four steps make one beat.

Counting one bar in 16ths

Step: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Count: 1 e & a 2 e & a 3 e & a 4 e & a Beats: ▲ ▲ ▲ ▲

Steps 1, 5, 9 and 13 are the four beats. Steps 3, 7, 11 and 15 are the "&s" (the 8th-note off-beats). The "e" and "a" steps are the 16th notes in between.

In this course, patterns are written as a row of 16 characters: x means a hit and . means silence. For example, x...x...x...x... is a hit on every beat. If you need a refresher on beats and bars, see Rhythm & Tempo.

Build a Beat Step by Step

Let's build a basic beat in three steps using the drum machine below. It starts empty. Click squares to turn hits on, and press Play at any time.

Step 1: kick on beat 1

Click step 1 on the Kick row. Press Play. That's a pulse, once per bar. Now add a second kick on step 9 (beat 3). The beat now has a "heartbeat" feel.

Kick: x.......x.......

Step 2: snare on 2 and 4

Click steps 5 and 13 on the Snare row. That's the backbeat, the snare on beats 2 and 4. It's the core of rock, pop, funk, hip-hop and R&B.

Kick: x.......x....... Snare: ....x.......x...

Step 3: hi-hats on 8th notes

Click every odd step on the Hi-hat row (1, 3, 5, 7, 9, 11, 13, 15). That's eight hits per bar: 8th notes. Now the beat flows.

Your first complete beat

Kick: x.......x....... Snare: ....x.......x... Hat: x.x.x.x.x.x.x.x.

This is the basic "boom-tick-crack-tick" beat behind thousands of songs. Try 90 BPM for hip-hop or 120 BPM for pop.

Step 4: make it your own

Now add one extra kick. Try step 11 (the "&" of beat 3) or step 8 (the "a" of beat 2). One extra kick in the right place is often all it takes to turn a plain beat into a groove.

Here is a finished rock/pop beat with that extra kick on step 11. Compare it to yours.

Producer tip

Hats on 16th notes (every step) make a beat feel busier and faster without changing the tempo. Hats on quarter notes make it feel slower and heavier. The tempo stays the same; only the subdivision changes.

Velocity

Velocity is how hard a note is hit. In MIDI, it's a number from 1 (softest) to 127 (hardest). Most drum samplers make a note quieter at low velocity, and some also change the tone, because a real drum sounds darker when hit softly.

When every hit has the same velocity, a beat sounds robotic. Some simple patterns:

Accented 8th-note hats (velocity per hit)

Hat: x . x . x . x . x . x . x . x . Velocity: 110 75 100 75 110 75 100 75

Strong on each beat, softer on each "&", with beats 1 and 3 slightly stronger than 2 and 4. You'll go much deeper into this in Groove & Swing.

Choosing Drum Samples

A sample is a short audio recording, such as one kick hit. Most producers build drum kits from samples. Good choices save hours of mixing later.

Most DAWs include good stock drum kits. Free and paid sample packs are available from many sample sites, and we cover where to find them in Sampling.

Layering Samples

Layering means playing two or more samples at the same time so they sound like one hit. Each layer covers a different part of the frequency range.

Common layers

Kick = sub layer (40–80 Hz boom) + click layer (2–5 kHz attack) Snare = snare body (200 Hz) + clap (1–3 kHz) + short noise burst (top end) Clap = clap + a little reverb tail

Rules for clean layers:

  1. Give each layer one job. Use EQ to remove the parts each layer doesn't need. For example, high-pass the click layer at about 150 Hz so only the sub layer carries the low end.
  2. Line up the starts. Make sure all samples begin exactly together. A delay of even a few milliseconds can cause a flam or a thin, phasey sound.
  3. Check the phase. Two low layers can cancel each other out. If the kick gets weaker when you add a layer, flip the polarity of one layer or nudge it slightly.
  4. Group them. Route the layers to one group or bus so you can process them as one sound.

Fills

A fill is a short break from the main pattern that signals a change, usually in the last bar (or last half-bar) of a 4- or 8-bar phrase. It tells the listener "something new is coming".

A simple fill in bar 4

Bars 1-3 Snare: ....x.......x... Bar 4 Snare: ....x.......xxxx ← 16th-note roll into the next section Bar 5 Crash on step 1

Finish the fill and land a crash cymbal on beat 1 of the next section. The crash tells the listener the new section has started. You'll learn more ways to link sections in Transitions & FX.

Try it in your DAW
  1. Create a drum track with a stock kit [Ableton: Drum Rack; FL Studio: Channel Rack or FPC; Logic: Drum Machine Designer].
  2. Set the tempo to 95 BPM and the grid to 1/16. Make a 1-bar pattern.
  3. Program the kick on steps 1 and 9, the snare on 5 and 13, and closed hats on every odd step.
  4. Set the hat velocities: around 110 on steps 1, 5, 9 and 13, and around 75 on steps 3, 7, 11 and 15.
  5. Add one extra kick on step 11. Duplicate the bar to make 4 bars.
  6. In bar 4, add a 4-step snare roll on steps 13–16 and put a crash on step 1 of bar 5.
  7. Save the pattern as your starting template for the next lesson.

One bar of 4/4 on a standard drum grid has steps.

The snare on beats 2 and 4 is called the .

In MIDI, the hardest possible velocity is .

1. On a 16-step grid, which steps are the four beats of the bar?

  1. 1, 2, 3 and 4
  2. 4, 8, 12 and 16
  3. 1, 5, 9 and 13
  4. 2, 6, 10 and 14

Each beat is four 16th steps long, so the beats fall on steps 1, 5, 9 and 13.

2. In the classic basic beat, where does the snare go?

  1. Beats 2 and 4
  2. Beats 1 and 3
  3. Every 16th note
  4. Only on beat 1

The backbeat on 2 and 4 is the foundation of rock, pop, hip-hop and R&B.

3. What is a ghost note?

  1. A note with no sample loaded
  2. A crash cymbal at the end of a fill
  3. A note that plays in a different key
  4. A very quiet extra hit, usually on the snare

Ghost notes are soft hits (often velocity 20–50) that add groove between the main hits.

4. When layering two kicks, the result sounds weaker than one kick. What is the most likely cause?

  1. The tempo is too slow
  2. The layers are partly out of phase and cancelling
  3. The hi-hats are too loud
  4. The velocity is set to 127

Low layers can cancel each other. Flip the polarity of one layer or nudge its start time.

5. What is the main purpose of a drum fill?

  1. To fill silence when the song ends
  2. To replace the snare for the whole song
  3. To signal that a new section is coming
  4. To keep the tempo steady

Fills usually happen in the last bar of a phrase and lead the listener into the next section.