Drum and bass172–176 BPM6 progressions

Neurofunk

History and character

Neurofunk is the most technical, dark and "engineered" current of drum and bass. It emerged in England between 1997 and 1998 as a deviation from techstep: Ed Rush & Optical released "Funktion" (1997, V Recordings) and the album "Wormhole" (1998, Virus Recordings), which slowed techstep's aggression toward a funkier groove, with "talking" synthetic basses, dry drums and sci-fi atmospheres. The term "neurofunk" was coined by the critic Simon Reynolds in an article in The Wire in December 1997. Other pioneers: Konflict ("Messiah", 1998), Bad Company UK, Matrix, Fierce.

In the 2000s neuro became the gym of sound design: Noisia (Netherlands, Vision Recordings), Phace, Black Sun Empire, Spor, Teddy Killerz, then Mefjus, Current Value, Billain, Optiv & BTK, Agressor Bunx, Signal, Hamilton. Labels: Virus, Vision, Blackout, Eatbrain, Critical (in part), Program, Neosignal, Bad Taste. "Machine Gun" by Noisia (2010) is one of the emblematic tracks for mix and timbre.

The aesthetic is that of science-fiction film and cyberpunk: basses that sound like machines, metallic timbres, dialogue samples, harmony reduced to a minimum, extreme precision in the mix. It is music for DJs and producers: the audience listens to "how" the bass is built, the variations every 2–4 bars, the "bass switches". From 2015 onward there is also a more "jump-up" neuro and a more minimal and deep one.

Scales and keys

In neuro the harmony is often reduced to a root and half-step cells; the modal color comes from the basses and stabs. Examples in F (sub F1 = 43.65 Hz, very commonly used).

Phrygian

  • Formula: 1 b2 b3 4 5 b6 b7. H W W W H W W.
  • In F: F Gb Ab Bb C Db Eb.
  • Characteristic note: b2 (Gb): tension, menace, an "alien" color.
  • Chords (relative to natural minor): i Fm, bII Gb, III Ab, iv Bbm, v° C°, VI Db, vii Ebm.
  • Use: F–Gb–F reese riffs, i–bII stabs, pads on Fm with Gb on top as a dissonance. It is the most typical mode of neuro and techstep.
  • Listening example: the Ed Rush & Optical / Noisia tradition often uses half steps above the root in riffs.
  • Common mistakes: using the b2 as a long note in the sub (two notes at 43 and 46 Hz "clump together"): put it in the mid bass, not in the sub.

Natural minor (Aeolian)

  • Formula: 1 2 b3 4 5 b6 b7. W H W W H W W. In F: F G Ab Bb C Db Eb.
  • Characteristic note: b6 (Db): the Db–C descent is the dramatic gesture of breakdowns.
  • Chords: i Fm, ii° G°, III Ab, iv Bbm, v Cm, VI Db, VII Eb.
  • Use: cinematic intros and breakdowns, pads and strings; in the drop the root remains.

Locrian and the diminished fifth

  • Formula: 1 b2 b3 4 b5 b6 b7. H W W H W W W. In F: F Gb Ab Bb Cb(B) Db Eb.
  • Characteristic note: b5 (B): the tritone, the most unstable sound.
  • Chords (relative to natural minor): i° F°, bII Gb, iii Abm, iv Bbm, bV Cb (B), VI Db, vii Ebm.
  • Use: not as the key of the track but as a cell: F–B tritone in the bass or in stabs for horror moments. Dubstep and neuro often use the tritone as a dissonance.
  • Common mistakes: building a whole track on Locrian: the root doesn't "stand up"; use it for 1–2 bars.

Octatonic scale (half-whole) and chromaticism

  • Formula: H W H W H W H W. In F: F Gb Ab A B C D Eb.
  • Characteristic note: it alternates half steps and whole steps, contains both b3 (Ab) and 3 (A) and the tritone (B): ambiguous and "mechanical".
  • Chords: it contains four major and four minor triads a minor third apart (F, Ab, B, D and Fm, Abm, Bm, Dm) and diminished chords.
  • Use: stab riffs rising by minor thirds (Fm–Abm–Bm–Dm), sirens, bass glissandi.
  • Common mistakes: using it in long melodies: it sounds like a '60s soundtrack; in neuro it should be used in cells.

Harmonic minor (for breakdowns)

  • Formula: 1 2 b3 4 5 b6 7. In F: F G Ab Bb C Db E. Characteristic notes: leading tone E and major V (C).
  • Use: last bar of the breakdown (C or C7 before the drop) and "epic" strings.

How to choose

  • Drop: root + Phrygian (b2) or chromaticism; the bass supplies the "mode".
  • Breakdown and intro: Aeolian, harmonic minor for the final cadence.
  • Horror moments: tritone (Locrian) and octatonic, very brief.
  • Rule: the richer in harmonics and distortion the bass is, the fewer notes are needed; one dissonance up high (b2, b5) is enough to give color.

Harmony

  • Almost no harmony in the drop: tonic pedal in the sub and "timbral harmony" in the mid bass (the filter, distortion and formant change more than the notes).
  • Pads and drones: minor chords without the third (bare fifths) or with seconds and half steps (Fm(addb9)), mid-high register, long.
  • Harmonic rhythm: a change of "color" every 2–4 bars (bass variation), a change of note every 4–8.
  • Cadences: only between breakdown and drop (VI–V or bII–i).
  • Borrowing: from harmonic minor (major V), from Phrygian (bII), chromaticism.
  • Intervals: fifths and fourths (neutral), half steps and tritones (tension); avoid overly sweet thirds in the drops.
  • Voicing: very tight stabs (clusters) or very open (fifth + octave); no root in the pad.

Typical progressions

NameKeyChordsDegreesHow to use it
Phrygian pedalF PhrygianFm Gb/F Fm Gb/Fi bII/1 i bII/1Two bars each over an F pedal: the bass stays, the pad above rises by a half step. The basis of dark drops.
Cinematic descentF minorFm Db Bbm Ci VI iv VBreakdown with strings; the C major (harmonic minor) launches the drop.
Octatonic minor thirdsF (octatonic)Fm Abm Bm Dmi iii #iv #viStabs of one bar each: symmetrical "mechanical" movement, to be used for 4 bars as tension.
Horror tritoneF minorFm B/Fi bV/1Two chords a tritone apart over a pedal: an intro or switch moment.
Minimal AeolianE minorEm Cmaj7i VImaj7Two bars each: deeper, "rolling" neuro (Mefjus, Phace in their melodic phase).
VI–V–iF minorDb C FmVI V iThe "film-style" cadence at the end of the breakdown, with a stop before the drop.

Rhythm and groove

  • A very rigid two-step at 174, quantized, no swing; the "funk" groove lives in the ghost notes and in the bass answering the drums.
  • Rhythmic variations in the bass every 1–2 bars: the bass plays sixteenth-note phrases with rests, like a second drummer.
  • The kick often changes position in the second half of the phrase (1–11 → 1–8–11) to create movement.
  • Sampled breaks are little used (compared with jungle and liquid): synthetic drums or hyper-processed one-shots.
  • Breakdowns in half time or without drums; the drop restarts with a kick hit + impact.

Drums

Convention: 16 sixteenth notes; quarter notes on 1, 5, 9, 13.

Kick

  • Sixteenth notes 1 and 11; variations 1–8–11 or 1–11–12. Short kick (150–200 ms), lots of click (4–6 kHz) and body at 55–65 Hz, often compressed and clipped for an instant attack.

Snare

  • Sixteenth notes 5 and 13; ghosts on 8, 10 or 16 at low velocity. The neuro snare is huge and dry: body 180–220 Hz, crack 3–5 kHz, short "noise" layer; reverb almost absent or a very short room (0.3–0.6 s) with a gate.
  • Tuning the body to the root or the fifth is essential because the snare sits in the same space as the mid bass.

Hi-hats and percussion

  • Hats in eighth or sixteenth notes with alternating velocities, often "metallic" (synthetic, FM); ride is rare. Synthetic percussion: clicks, glitches, mechanical noises, processed foley.
  • Elements in wide stereo to leave the center to kick, snare and bass.

Dynamics and groove

  • Velocities programmed decisively: snare 127, ghosts 30–40; the groove comes from the interlocking of drums and bass.
  • Microtiming: almost none; everything on the grid, but the bass can be pushed early by a few ms to drive.

Interaction with the bass

  • The bass plays in the spaces left by kick and snare: e.g. bass notes on sixteenth notes 3, 7–8, 14–15. It is a call-and-response "conversation".
  • Very precise sidechain: the mid bass ducks on every snare (not just the kick).

How it changes by section

  • Intro: atmosphere, dialogue samples, hats and percussion; full drums after 16.
  • Build: snare in eighth and sixteenth notes, filter and riser, often a "fake drop" (a 1-bar false drop).
  • Drop: two-step + bass; every 8 bars a bass variation, every 16 a new kick or fill.
  • Switch (second drop): completely new bass, same groove.

Fills and transitions

  • Snare fills in thirty-second notes with rising pitch, stutter (1/32 repeats of the whole drum kit), reverse, "glitch" (Gross Beat, Effectrix), a half-quarter-note stop before the drop.

Choosing sounds

  • Synthetic, hyper-processed one-shots; layered kicks and snares (2–4 samples per sound) with complementary EQ cuts.

Typical mistakes

  • Snare with too much reverb (loses its dryness), long kick, constant fills, no space for the bass, stereo elements below 200 Hz.

Bass

  • The absolute protagonist: mono sine sub + hyper-elaborate mid bass (multi-layer reese, FM, wavetable, resampling).
  • Techniques: reese with 2–7 detuned voices; FM with non-integer ratios; multiband distortion; formant filters ("talking" bass, "a-e-i-o-u" vowels); comb filter; resampling (bounce the bass to audio, process it, resample it and repeat); OTT for aggression.
  • Register: sub 40–60 Hz; mid bass 150 Hz–5 kHz; sub/mid crossover at 100–150 Hz.
  • Notes: almost always the root; b2, b5, b7 as answers; pitch movement with glide and pitch envelope (slides of 2–12 semitones).
  • Rhythm: short sixteenth-note phrases, rests, accents in the spaces of the drums.
  • Tuning and kick: the sub doesn't play under the kick (sidechain or volume shaping), the kick is tuned; the sub root must match the kick's dominant note.
  • Examples: Noisia ("Machine Gun"), Phace, Mefjus, Black Sun Empire.

Harmonic instruments

  • Dark pads and drones (synthetic strings with a closed filter, filtered noise), FM or wavetable metallic stabs, modular synthesizers for textures.
  • Orchestral strings and low choirs in "cinematic" intros.
  • Solo piano in some intros, often with long reverb and minor harmony.
  • Mid-high register (above 300 Hz); lots of stereo space, no root.

Melody and vocals

  • Melodies are rare; the "lead" is the bass. When present: phrases of 2–4 notes, glide, siren or FM timbres.
  • Vocal samples: dialogue from sci-fi films and documentaries (to be handled carefully for rights), robotic voices (vocoder), syllable chops.
  • Sung vocals are rare; MCs at live shows.
  • Effects: delay with high feedback and filters, "shimmer" or metallic reverbs, granular.

Instruments

  • Synthetic drums and hyper-processed one-shots; foley percussion.
  • Bass synths (wavetable, FM, virtual analog; Serum and Phase Plant are standards in the modern scene), sampler for resampling.
  • Pads, drones, FM stabs, orchestral strings, low choirs, cinematic effects.
  • Vocal and dialogue samples, vocoder.

Drum patterns

Synths and sounds

  • DX7 V — Metallic FM basses: Algorithm with a 1:3 or 1:3.5 ratio modulator and high feedback; fast modulator envelope for the attack: the basis for growls and "neuro stabs". Then distortion and low-pass.
  • Korg MS-20 V — Mid bass and "talking" bass: Resonant high-pass + low-pass in series with drive; modulate the cutoff with EG and an LFO at 1/16: vocal-like, biting sounds.
  • Prophet-VS V — Vector textures: Vector joystick and digital waves: metallic, evolving pads for intros and breakdowns.
  • Modular V — Sound design and drone: Patch with cross-modulated FM oscillators, filters and sample & hold: drones, sirens and mechanical FX.
  • Mini V — Sub: Triangle or sine wave with a closed filter: a clean sub to build on.
  • Synthi V — FX and noises: Pin matrix for chaotic modulations: sci-fi effects, risers and transitions.
  • Augmented Strings — Cinematic strings: "Film-style" intros and breakdowns; dark orchestral pads.

Song structure

SectionBarsWhat happens
Intro32Atmosphere, dialogue, pads, percussion; filtered drums
Build8–16Accelerating snare, riser, first hint of bass; fake drop
Drop 132–64Two-step + bass; bass variation every 4–8 bars
Breakdown16–32Pads, strings, samples, half-time
Build 28–16Tension, VI–V cadence
Drop 2 (switch)32–64New bass, new variations, more complex fills
Outro32Drums and simplified bass for the mix
  • The neuro audience expects a "bass switch" every 8–16 bars: it is the genre's real arrangement.

Mixing and mastering

Sonic goal

  • Maximum clarity and impact: clean, constant sub, aggressive mid bass without annoying resonances, huge dry snare, instant kick, detailed but not harsh highs.
  • References: Noisia, Mefjus, Phace, Black Sun Empire.

Kick

  • EQ: high-pass 30 Hz, +2 dB at 55–65 Hz, −3/−4 dB at 300–500 Hz, +2/+3 dB at 4–6 kHz.
  • Fast FET compression (4:1, attack 5 ms, release 50 ms, 3 dB) + clipper. Mono, no reverb.

Snare

  • EQ: high-pass 120 Hz, +3 dB at 200 Hz, −3 dB at 500–800 Hz, +3 dB at 3–5 kHz, +2 dB shelf at 10 kHz.
  • Serial compression: VCA 4:1 (attack 10 ms) + clipper; parallel at 30%.
  • Transient shaper +attack, −sustain for dryness.
  • Space: room 0.3–0.5 s with a gate or trimmed reverb; mono.

Hi-hats and percussion

  • High-pass 500 Hz–1 kHz, de-esser on metallic hats, light saturation.
  • Wide panning (40–80%), light Haas (10–20 ms) to widen.

Bass

  • Sub: mono sine, low-pass 90–120 Hz, dedicated clipper or limiter; constant volume.
  • Mid bass: high-pass 100–150 Hz (48 dB/oct), multiband distortion, OTT 30–60%, dynamic EQ (Pro-Q 3 / Soothe 2) to control resonances between 300 Hz and 3 kHz, de-esser above 5 kHz; compression with medium attack to keep the punch.
  • Stereo: mono below 200–300 Hz, width above with unison or chorus; check phase correlation (>0 in mono).
  • Sidechain: kick and snare → mid bass (3–8 dB, release 50–100 ms); kick → sub (3–5 dB).
  • Automation: filters, formants, drive, volume of the individual variations.

Pads, stabs, strings

  • High-pass 250–400 Hz; sidechain from the snare; long reverbs only in intros; wide stereo.

Vocals and dialogue

  • High-pass 150 Hz, presence 2–4 kHz, heavy compression (6–8 dB), distortion or vocoder; quarter-note delay with feedback and filter; long reverbs only as an effect.

Backing vocals

  • Rare; in intros: high-pass 200 Hz, long hall reverb, wide panning.

FX

  • Risers, impacts, sweeps: high-pass 100–200 Hz, impacts with controlled sub; volume automation so as not to exceed the drop.

Buses and groups

  • Drum bus: glue 4:1, attack 10 ms, 2–3 dB, clipper. Bass bus: slow compression 2–3 dB + saturation. Music bus: global sidechain from the snare.

Sidechain

  • Fundamental: kick → sub, kick + snare → mid bass, snare → pads. Use drawn volume shapes (Volume Shaper, LFOTool) for millisecond precision.

Master

  • Chain: minimal EQ → glue → clipper (2–4 dB) → transparent limiter.
  • Indicative targets: −6/−4 LUFS integrated for the club, short-term in the drops −4/−3; true peak −0.3 dBTP. For streaming, a master at −7/−8 keeps more snare impact after normalization.

Common mistakes

  • Mid bass with fixed resonances between 1 and 3 kHz (listening fatigue); sub whose volume varies between notes; stereo below 200 Hz; snare crushed by the limiter; too many variations without a recognizable bass "theme".

Reference tracks for the mix

  • Noisia — Machine Gun (2010); Ed Rush & Optical — Pacman (1997) for historical comparison; Konflict — Messiah (1998).

Reference listening

  • Ed Rush & Optical — Funktion (1997)
  • Ed Rush & Optical — Pacman (1997)
  • Ed Rush & Optical — Wormhole (album, 1998)
  • Konflict — Messiah (1998)
  • Noisia — Machine Gun (2010)

Sources

More Drum and bass genres