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ARTICLES / INTERVIEWS
+ THE AGE OF ILLAGE
+ WHEN BREAKS GET BROKEN: SIGNAL CHAIN & AMPLITUDE
+ CARRY GUNS & KNIVES & BOMBS
+ UNHAPPINESS IS A HABIT
"When Breaks Get Broken: Signal Chain & Amplitude" - Bambouche of the Vanguard Squad
Signal Chain & Amplitude

The purpose of the Sample Operators Union, and this article in particular, is to explore the art of making music using an electronic device known commonly as a sampler. The sampler (and more specifically the art of building sound collages from "moments" taken from phonograph records) has received little acceptance from the masses, probably due to the back-alley way in which the sampler came into play. With the advent of hip-hop, and deejays scratching records as "music", the sampler became the staple in hip-hop production. What we hope to do with the Sample Operators Union is to provide topics, tips, discussions, and dissertations on the art of using a sampler to create music.

This article will focus on working with drum breaks lifted off records. Specifically, how to cut them up, beef them up, and make them bump, using a few simple techniques, which are:

The Signal Chain refers to the path a sound takes to reach its final destination (your ears, or your tape deck). For example, an emcee will rhyme into a microphone, the microphone is plugged into a microphone preamplifier, the preamplifier is patched into a mixing board, the channel of the mixing board that the microphone is patched into is run through a compressor, the compressor is patched back into a different channel of the mixing board, and finally, the signal is sent from the mixing board to an open track on a recorder.

This same process can be applied to drum breaks. By chopping a drum break into individual sounds (kick, snare, hi-hat, etc.), then sending each individual sound through it’s own signal chain (rather than running a drum loop through a single channel), there are more choices available for applying different processes, such as boosting the low end of a kick drum, while cutting some hiss from a particularly noisy hi-hat.
Amplitude is, quite simply, volume. Separating drum sounds allows you to adjust the volume of each individual sound. For instance, if the drum break you are sampling has a very loud snare, separating the individual sounds allows you reprogram the drum pattern and lower the level of the snare (Joe Farrell’s "Upon This Rock" break is a perfect example of snare that needs taming). For demonstrative purposes, I will use a very common, easy to find drum break: "Footsteps in the Dark, part 1" by the Isley Brothers, off their Go for Your Guns LP on the TNeck label (1977). Everyone reading this should have a copy of this record, and if you don’t, run out to your nearest used record store and treat yourself. Just because it’s an easy album to find, doesn’t mean that it’s not good. This album, besides having a break, is chock full of niceness. Songs worth the listen are, "Tell Me When You Need It Again," "The Pride," "Livin’ in the Life," just to name a few. And "Footsteps in the Dark" is well worth attention past the break. It’s a slow-and-low ballad about finding your woman on the creep, "I keep hearing footsteps baby, in the dark." Sample spotters will recognize the song, as it was the source for Ice Cube’s "It Was a Good Day".
[Listen to the "Footsteps in the Dark" break as it appears on the LP]

STEP 1: PULL IT OFF THE PLATTER

The first thing you’ll need to do is sample the first 2 measures of the song, which is where the break is located (Side 1, song 2, approximately 6 seconds). I sampled the drums with the record playing at 45 rpm. This is an old habit of mine, from back in the days when a sampler only offered a few seconds of sample space. By sampling the drums at 45 rpm, the record is spinning faster, therefore eating up less time. Once the drums are in the sampler, the pitch of the sample can be offset -5.25 cents to return the drums to their initial pitch. Some people believe this process also makes your drums "grittier," "dirtier," or "more street." Truth be told, it depends on your processor, but think what you want! I also sampled the drums in mono, for simplicity.
[Listen to the mono sample of the "Footsteps" break after it’s been sampled at 45 rpm and offset –5.25 cents]

STEP 2: CHOP THAT SHIT, HOMIE!


Once you’ve got the break in the sampler, you need to amputate each individual hit from the body of the break. I cut out 6 hits from the body of the break.*
They are:

1. Kick: From beat 3 of the first measure (because there is no hi-hat on the 3).
2. Snare 1: From beat 2 of the first measure.
3. Snare 2: From beat 4 of the first measure.
4. Hi-hat 1: From the "and" (or upbeat) of beat 1 of the first measure.
5. Hi-Hat 2: From the upbeat of beat 2 of the second measure.
6. Open hi-hat: From the upbeat of beat 4 of the last measure (the only open hi-hat in the break).

*See Figure 1 for visual explanation of where these drum sounds lie.

I like to trim the sounds close, beginning the sample within a few milliseconds of when the sound hits, and ending it just after the sound fades. Some prefer a wider cut, as it gives more of a loose feel; the choice is up to you. Once you’ve got the individual sounds cut, simply assign them to their respective places (pads, keygroups, zones, etc.).
[Listen to each of the six individual drum sounds]

STEP 3: BOOM BAP THAT ASS UP

Now you need to program a beat. With the drums sounds separated, you have the ability to rearrange the pattern anyway you want, which is something you can’t do with a loop. Ernie Isley (the drummer we’re sampling) arranged his break in a pretty straightforward manner. It’s a basic 4/4 pattern, with the kick on the 1 and the 3, and the snare on the 2 and the 4, and the hi-hats doing a little shuffle, for pizzazz. For those of you who are not familiar with the rudiments of drumbeats, let’s review quickly.

The first thing you should know is 99% of sample-based drum programming (and hip-hop in particular) is written in 4/4 time. The top number of the time signature refers to how many counts there are in the measure, that is, count from 1 to 4, and then start at 1 again. The bottom number determines the value of the notes, such as quarter notes. In the case of "Footsteps," the kick lands on the 1 and the 3, while the snare lands on the 2 and the 4 (these are the quarter notes). The hi-hat lands on the downbeats as well as the upbeats (or eighth notes). For spice, Ernie plays the hi-hats in sixteenth note successions just after the upbeat of the 2 and the 4, and just before the upbeat of the 3 (Figure 2). The "Footsteps" break is about 80 beats per minute. For practice, try programming your pattern (at 87 bpm) to sound identical to Ernie’s (using Figure 2 for help if necessary – I overlaid a voice that counts the bars for clarification).
[Listen to the reprogrammed version of Ernie’s pattern]

For my beat, I reprogrammed the "Footsteps" break similar to Ernie’s pattern (kick on the 1, snares on the 2 and the 4), but I did away with the shuffling sixteenth note hi-hats. Instead, I used sixteenth note kicks, and positioned them throughout the pattern (Figure 3). These "ghost" kicks create a little more movement within pattern (and are very common in hip-hop drum programming). Unlike Ernie’s pattern, my beat is 8 bars long. Bars 1 – 3 and 5 – 7 are quite similar, but I added "rests" (music vernacular for silence) after the snare on the 2 beat in measures 4 and 8 (another popular hip-hop technique). This creates a little anticipation. The drums come back in after the rests with a succession of sixteenth note kicks, acting as a "pick up". I used my first hi-hat sample, "Hi-Hat 1," for the down beats throughout the pattern, and "Hi-Hat 2" for the upbeats. I adjusted the volume of "Hi-Hat 2" to be slightly quieter than "Hi-Hat 1". This programming variance was used to enhance the pulse of the beat. If I had the same exact sample playing the same exact way through the entire song, it could get monotonous. I also offset the pitch of "Hi-Hat 1" raising it 5 cents. I assigned the "Kick" to two different pads on my sequencer. I dropped the pitch of the first pad two steps (making it sound lower). I used the first pad only on the 1 beat of each pattern. This adds emphasis to the beginning of each beat. I find that adding these subtle variances in volume and pitch tend to produce that head nodding effect. Drummers call this "syncopation".
[Listen to the new 8 bar programmed beat]

STEP 4: "I DOMINATE BREAK LOOPS"

You’ve got your break all chopped, you’ve got your program in place, now you need to focus on the sound. First things first; we need to get that kick drum thumpin’. The "Footsteps" kick is nice enough; i.e., clean, solid, not-too-noisy, and it’s got a little oomph! But, in my opinion, it needs a little help. This is where personal preference plays a role. Some people like their shit all flimsy and "lo-fi" sounding, some need 40 gallons of low end, and some people want it to sound exactly like DJ Premier’s beats. To each his own.

Me? I likes me some low end! So, for the sake of argument, let’s assume you do as well. The first thing I do is assign the kick, snare, and hi-hats to their own individual outs within the sampler. This means that each sound is coming out of a different output (e.g., kick = output 1; snare = output 2; hi-hat = output 3). Depending on the sampler you’re using, you may have to turn the general output for your drum group off to prevent the sounds from coming out of their individual outs as well as the main L/R outputs. Obviously, this process requires multiple outs. It also requires a mixing board of some kind, as you need some device that will accept 5 inputs (the sampler’s main outs as well as the 3 individual outs).

For this demonstration, assign your kick drum to the sampler output 1, patching sampler output 1 into mixer input 1. Likewise, assign the snare to output and input 2, and the hi-hats to 3. With the kit in this configuration, you have separate control for each piece. Why not take advantage? Let’s do 3 simple things to the kit, 1) Boost the lows, 2) EQ the hi-hats, and 3) leave the snare alone.

Boosting the lows:

In order to beef up the kick a little, we need to EQ channel 1. The "oomph" of the kick resides in the 80 to 100 hertz range of the frequency spectrum. Therefore, boosting the low frequency of channel 1 will add the boom to our kick (Figure 5, depending on your EQ device, adjustments may vary).

In order to get the kick to pack a little more punch, we will compress it as well. You will need a device commonly known as a compressor (also known as a limiter). A compressor squashes the dynamic range of a sound, allowing it to occupy less headroom. Some engineers frown on compression, as it has a tendency to stifle the natural dynamic range of a sound. However, most hip-hop producers not only use compression, but rely on it to create their signature sound. (Take Dr. Dre, his drums, basslines, vocals, and keyboards are all compressed.) In hip-hop, compression translates to, more bounce to the ounce. Assign your kick drum (mixer channel 1) to an auxiliary send. (Again, depending on equipment, this will vary. Just think of an auxiliary output as a way to get whatever sound is coming in on channel 1 out of the mixer through another route besides the main L/R outputs.) I am using a stereo compressor, so auxiliary sends 1 and 2 on my mixing board are assigned to inputs 1 and 2 of my compressor, which sends the same signal from channel 1 twice to the compressor.

I am routing the compressor’s left and right outputs back to the mixer, in channels 15 and 16 (Figure 6); this is where the "signal chain" comes in. Obviously, since the compressor is now handling the kick drum, we don’t want to hear what is coming through channel 1, instead we want to hear what is coming through channels 15 and 16 (we want to hear the post-compressor sound, not pre-compressor sound). Therefore, we do not assign channel 1 to the main outs, only 15 and 16. This can get a little complicated, as you are routing one signal into the mixer multiple times, which can result in a loop in your audio signal if you’re not careful. And, while loops are cool in the beat digging world, loops are not cool in the signal chain world. Loops in audio equipment cause feedback, and feedback can cause damage to equipment. If you are not sure what you’re doing, I suggest turning your main volume level down, then patch your signals, and slowly turn the volume up while playing your pattern to see if you’ve fucked up the signal chain.

Once you’ve got the kick drum coming in through channel 1, out through auxiliaries 1 and 2, into the compressor, back into the mixer through channels 15 and 16, and out to your monitor, you can start adjusting your compressor settings. With this kit, I like the way the low end sounds with a fairly strong compression setting. A 10:1 ratio squashes the kick rather nicely, and a release setting of 0.3 milliseconds makes for crisp and crunchy response. I am using a compressor that’s classified as a "hard-knee" compressor.

Compression, while helping your kick drum, can also harm it. Two common problems associated with compression are, 1) the "pumping" sound, and 2) distortion. Once you’ve dialed in a compression setting that’s right for you, listen critically for a "pumping" sound, or distortion in the low frequencies. To alleviate pumping, decrease the compression ratio, and increase the attack and release times. Experiment with each setting to see which is most responsible for the pumping sound. Distortion of low frequencies is usually caused by release time. Try increasing the release time until the distortion goes away.

EQing the hi-hats:

Working with hi-hats that have been cut from a sampled break can be problematic. Hi-hats, when divorced from their break, often contain a great deal of ambient noise (which sounds normal in the context of the break, but can be quite distracting on its own). A way to conquer this is to equalize the hi-hats, cutting the low frequencies, which lessens much of the surface and ambient noise. For our purposes here, I simply cut out everything below 100 hertz. This serves to clean up the hi-hats a bit. Another resourceful measure to take against hi-hat noise is to decrease the sustain time in the envelope generator (Figure 7). [More on envelopes in another S.O.U.L. session.]

Leave the snare alone:


Sometimes you need to know when to say when. In this case, the snare is fine. Fuck it, right? I mean, you could probably compress it, or EQ it, hell, you could even double it, but why? So, we will process the snare by not processing it at all. But, since we are separating it from the rest of the kit, we had to assign it to its own channel. In this case, simply leave channel 2 as it is. You only need to adjust the volume.
[Listen to the reprogrammed beat, fully processed]

STEP 5: DEEP CONCENTRATION


Once the drum sound is set, I like to program a handful of patterns that consist of variations of the beat (whether they be different pick-ups, random rests, or variations on the main pattern). I add these throughout the song to quill the redundancy. In this case, I used scratching instead of programming to switch up the pattern.
[Listen to the drum pattern with scratch drum variations]

Now that everything is nestled in its own place, all we need to do is add some piano, organ, bass, and a little vocal garnish (or whatever you prefer), and we’ve got a jam! Again, everything depends on your own taste. Whether you’re into downtempo, hip house, or drum’n’bass, all these methods can apply to your process – all you need to do is adjust them to your liking.
[Listen to the main drum pattern with added instrumentation]

Now please listen to my song, "Destined To Get Tested", which employs the break and techniques mentioned above.Thanks for joining this S.O.U.L. session. I hope it provided you with useful information for your sampler operating endeavors. Please let me know what you think, and if you’d like to see any other specific topics or methods discussed.

Peace,

--Bambouche of the Vanguard Squad
(Sample Operators Union, Local 718)
bambouche@vanguardsquad.com